View Full Version : [REL] Trigger Maru 1.7.6 (Updated 24Jan08)
Ducimus
05-11-07, 02:26 PM
edit: Updated 24Jan08
Silent Hunter 4: Trigger Maru version 1.7.6
- Pulling the Trigger on SH4!
http://www.ducimus.net/sh4/release/fuji.jpg
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VERSION 1.7.6
D/L from Filefront (http://hosted.filefront.com/Ducimus554/ )
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( I make no promises of about being bug free. All modifications provided as is, without warranty)
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Trigger Maru is what some would call a "supermod". It is an all in one package that touches on many areas of the game. Features include, but are not limited to:
*AI Adjustments
- Mulitple visual nodes to vary visibility for warships, merchants, and aircraft.
- Aircraft can spot submerged submarines.
- Improved sensors for escorts vessels for a more responsive AI
- Depth charges adjusted for more realistic performance over stock.
*Aircraft adjustments
- spawn frequency greatly reduced from stock
- afore mentioned ablitiy to spot submarines
- deadly bombs carried.
- harder to shoot down
*Campaign adjustments
- Taters improved campaign layers for more historical zig zagging traffic.
- Dutch harbor flotilla available
- greatly reduced "spam" contact reports.
- New construction/ sea trail options for Gato and Balao
- Patrol missions area of operations expanded to 200 to 250 KM.
- Sink missions now require only 4,000 tons of any ship type, to include warships.
- Photo missions to tokyo bay moved to more accessable areas.
- added a few new ships to japanese inventory
- Addition of German Type 9 uboat which will appear in the south west pacific in historically correct areas in 1944.
* Submarine adjustments
- Battery endurance greatly improved over the stock game
- Improved dive times
- improved pitch and roll motions
- Radar depth
- overall toughness of submarines adjusted to more realistic levels.
- Fuel levels adjusted to be a little more realistic
- more realistic default crews
- Deck guns reduced to a more realistic effectiveness level
- Narwhal submarine added (this is a psuedo model and does not look like the real Narwhal, but behaves like one theortically would have)
- Submarine Torpedo's more susceptible to failures, being a little more realistic then stock.
*User Interface adjustments
- Command layout similar to Sh3 for familiarity.
- Addition of commands present in Sh3, but not normally active in Sh4, such as weather reports, nearest visual contact, maximum range at current speed, etc etc.
- Nomograph
- speed/ range chart to aid in plotting intercepts.
- Misc graphical improvements to the UI.
- Navigation map with more labels for easier idenfication of geographical areas in the pacific.
*Misc graphical and sound improvements
NOTICE:
As always the AI in TMaru is adjusted for the more advanced player in mind. If you want a shooting gallery, this mod isn't it.
INSTALLATION:
Can you count to 3?
1_TMaru_Trigger_Maru_1.7.6
2_TMaru_Sound (or sound mod of your choice)
3_TMaru_GFX-ROW_Version_5
COMPATIBILITY:
Trigger Maru is not compatible with any large modpack. Exceptions are ROW, or any version of RSRD made specifically to be compatible with TM1.7 and patch 1.4. All other large mod packs are NOT compatiable. The reason is, many large modpacks (such as RFB and standard RSRD) deal with the same files, and alot of unexpected results will occur.
KNOWN ISSUES:
- Gramaphone not displaying properly when the game is run at really high or wide screen resolutions. If this is an issue for you, theres a stock gramaphone in the support directory.
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---> FAQ <----
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The FAQ nobody ever reads, or what it really means, is "the questions you shouldn't ask me".
1). How do i remove the nomograph?
In the data/mneu/1024_768.ini file search for [G31 I28], (or just search for the text "nomo").
Which brings you to this block of code:
[G31 I59]
Name=Nomograph
Type=1030;Static bmp
ItemID=0x3100000f
ParentID=0x31000000
Pos=0,0,200,720
Zone=0 768 200 720 2 1 0x31000000 0.76 -0.02 0x3100000f 0 0 0 0
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/nomograph.tga
MatFlags=0x9
TexFmt=0x0
Place a semicolon before each line to disable, or just remove this block of code entirely if your sure you'll never use it.
2.) What about a metric (insert request here)?
Their in the support directory, under "optional_mods"
3.) How do i get the mechanical clicking noise back when moving the periscope or TDC horizontaly?
If you like the clicking nose, then just delete the following file from the mod:
data/menu/cfg/dials.cfg
4.) How do i get back "tails" and sensor information on the navigation map?
Disable Tmaru, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds
5.) How do i get back the ship sillouttes on the contact map?
Go to the /data/sea directory in TMaru. There you will find about 98 subdirectories, one for each ship in the game. Located in each one of these subdirectories is a DDS file. This file will be named whatever the ships name is _shp.dds (*_ship.dds). Delete each of these files from all subdiretories. Warning, not all ships are from the stock game, so deleting these particuar ships means they wont show up on the map at all.
6.) Im getting repeat missions! I thought this mod has repeat mission fix?
Should no longer be a problem after patch 1.4, hence the fix is no longer included.
7.) I hate the damn bathtub, i dont care if it's historically accurate, how do i get rid of it?
Just start a game at the begining of of 1942, and you wont have one. Early war "bathtub" styled conning towers only appear if you start in 8dec41.
8.) I like X part of the mod, but i dont like Y part of the mod, can you get rid of the Y?
You're free to reverse engineer, disect, vivisect, and otherwise undo all my work at your own liesure, and do with it what you will.
9.) The AI is too easy!!
If you feel the AI is too easy to evade, go to the file data/cfg/sim.cfg. In the [sonar] section, change
"Enemy surface factor=200" to a value of 150 instead of 200. That should slighly increase difficulty in evading the AI.
10.) The AI is too hard!!!
If your utterly convinced the AI settings in Tmaru are beyond your tactical knowldege and ability to succesfully command a submarine, then disable Tmaru, and then delete the following file:
/data/cfg/sim.cfg
If you still find the AI too hard, i beleive you have alot of reading to do about Submarine tactics, how to avoid being detected, how ASW works, and how to evade it.
11.) How do i get the next/ previous camera back?
The easiest way is to open the /data/cfg/commands.cfg in tmaru. Search for " [Cmd50] " Your looking for these two blocks:
[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714
[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714
Simply remove the semicolon placed in front of the key assignment, and you have the next/previous cameras back.
12.) Is Tmaru compatible with WernerSobe's "realistic sinkings physics" mod?
Honestly, i don't know. If its been updated to for patch 1.4, you probably can run it with Tmaru. However, since it overwrites the zones.cfg (also modified by TM), planes will become paper kits again, and submarine rudders may become more subsceptible to damage.
13.) Black submarines and Bathtubs?! WTF?!
The reality is Subs didnt get their grey paintjobs tell later in the war. The main reason i set conning tower and paint job availblities back to stock settings is three fold:
- historically accurate ( http://www.shipcamouflage.com/submarines.htm )
- gives you something to look forward to. To me, with nothing to look forward to, things get dull.
All said, war configuration for most boats is avialable at mid 43. See refit schedules in support directory.
14.) I got a repeated mission in new construction, why?
I've scripted it as best i can so this doesnt happen, but the game doesnt always cooperate. It randomizes your time in port, as such the dates the game picks your next mission can sometimes overlap in scripting. If i could somehow control time in port from being a low number, i could stop this from happening. As it is, on occasion in new construction, you'll get a repeat.
15.) I didnt get transfered from new construction to Pearl Harbor, or transfer is unavailable, why?
Transfer is not automatic. For various reasons, i ended up being unable to get the transfer to work automatically, so you have to do it yourself by "picking up the phone" and calling ahead. If the option is unavailable then you've completed sea trials before i thought was possible. So you'll have to edit the subs availablity date for the pearl harbor flotilla in the flotilla.upc file.
NOTE: If your next assigment isn't to Honshu, then you have a repeat of the 3rd sea trial. Sad to say, do it again. There is no point in forcing a transfer if your next assigment isn't to japanese waters.
16.) Where did Mark 10 torpedos go?
The option to equip Mark 10 torpedos no longer appears for any boat but the S class. The primary reason for this decision, was to make torepdo reloading in port easier to accomplish. The constant resetting of the User interface in the torpedo reload section has much to be desired.
17.) My Tambor/Gar skin isn't working after 1944, what gives?
The Tambor or Gar class submarines use the Gato class skins after 1944. The reason is because ive modded them to be able to have the "elite" towers, and for asthetic reasons, i thought the gato skin more pratical for these subs in this configuration.
18.) Does the Narwhal have a latewar configuration?
Currently it does not. Due to reports of refits not properly placing the secondary deck gun, and i was unable to figure out why. Since having two deck guns is half the fun of the narwhal, i decided it was best to "Freeze" the narwhal in its midwar configuration.
19.) Can i run ROW with TMaru?
Yes. All row is compatible with TMaru, although i must caution against "ROW_Sub_Reflections_and_Roll_Pitch_vs_5", as the majority of the files in that particular ROW mod overrite many crucial settings in Tmaru. If you feel confident in removing conflicting files from this mod, id recommend in just using the submarine.dat files from that particular mod. The rest of the files have been intergrated into Tmaru.
20.) Can i run RSRD with TMaru?
Yes. Just be careful of installation order (install after TM), and always uninstall RSRD before TMaru.
21.) Can I run such and such mod with Tmaru?
You can, thats your discretion, but i absolve myself of any wierd occurances that may happen as a result.
22.) TMaru broke something in my game? WTF?
Troubleshooting this mod, is incredibly hard to do. Before you go unto the forums complaining about Tmaru not working correctly, i ask of you this:
a.) Make sure your install is a clean install - from scratch - with no mods.
b.) Applied patch 1.4 on your clean install having done nothing else to it.
c.) Having run no mods with TMaru.
In order for me to find any problems with TMaru, it is imperitive that it be ran on a clean installed sh4 version 1.4, with no other mods running. If your not in compliance with A through C, i cannot help you.
23.) I'm getting entirely too many faulty torpedos!!!
Yes, Tmaru now includes a modification to increase torpedo malfuctions. The stock torpedos were undeniably too reliable. In increasing torpedo malfunctions, it is the intent to make it more then stock, but less then the "hardcore torpedo mod", something which not everyone can handle. That said, modding torpedo failures for any consistant behavior, is incredibly hard to do. Even with stock, the game can have periods where every torpedo you fire is a dud, followed by a period with no duds at all. Except in stock, the "no duds at all" was 95% of the play. Suffice to say, if you run into a period with excessive duds, its not the mod, its the game behaving in decidedly inconsistant behavior, and the torpedo malfunction rate settings in Tmaru, do not reflect values used in the hardcore torpedo mod; the values used here, are infact, less.
Credits:
-----------------------------------------
Credits:
(This is a cumulative list of authors who have contributed to TMaru over the course of time. Some works cited may have been removed from TMaru over the course of development, but the contribution remains credited none the less)
Anvart
- Submarine propeller fix
- Conning tower periscope fixes
- extendable SD radar antenna
Captain Cox
- Nav tools
- periscope graphics.
- officers cap and crew uniforms
- smaller seabed rocks
- smaller seaplants (medium version)
- pull down speed chart mod
Chomu
- mini chrono
CCIP
- sub battery fix.
- initial commands.cfg development.
cdrake66
- developed new ordersbar icons specifically for TMaru (then FTT)
Developers@ubisoft
- For creating the game ive waited years to play.
- Providing help or insight and gnerally being available to occasionally help modders.
Ducimus
- Bungo Pete mod
- German Uboat mod (skin by Fubar)
- Map contacts mod
- watch crew visual adjustments
- AI and depth charge adjustments
- No hydorphone contact on surface
- Misc adjustments to player submarines.
- Repeat patrol fix
- interior gauge fixes
- massive caffine intake
- forum trolling
- crier of split milk
- Partrich in a pear tree
- etc etc etc, blah blah blah.
fullmetaledges
- medal changes/corrections mod
Günther Hessler
-Sounds borrowed from his "ultimate sound" mod pack
Jace11
- Taihosan Maru Fix
- Enchanced map labels
- Akitsu Rudder fix
- Killer of Jawa's
Jhereg
- High rez gramaphone fix, located in optional mod directory.
kapitan_zur_see
- historical 4 bladed propeller fix
Kriller
- Enviormental texture upgrades
- No grainy PPF mod. (new version)
- various row (Kriller2?)
Hildofr
- nomograph
kapitan_zur_see
- No grainy PPF mod. (old version)
LeoVampire
- camera modfications X 2
- living breathing ocean mod
- Submarine pitch and roll mechanics
- improved smoke and fire effects
- airport/nav map mod.
- cloud fixes
- submarine and tower reflects
- being the textbook definition of "awesome person"
- awesome friend whos sorely missed.
LukeFF
- realistic crew config
- "Hull Classification Symbols and Numbers Mod"
- IJN Type 13 Radar Fix
lurker_hlb3
- P38J Lighting
- for being supercool guy.
Nvdrifter
- Depth charge splash warning.
- another supercool guy
NYGM
- Additional AI visual nodes from an earlier version of the NYGM mod for SH3.
- we had our disagreements, but i can't deny they had some awesome ideas, some of which ive used in TM.
OakGroove
- Orders Bar gauges
- Orders bar HUD graphics
- TDC/ Torpedo/ bearing indicator interface graphics
- Submarine Interior graphics
- rec manual
Pacific Aces Team
- misc crew sounds.
ParaB
- Airstrike.cfg AI, skill level modifiers
Payoff
- crash dive sound vocals
- Ahead 2/3rds sound vocals
Probex
- developed 9KM visibility scene.dat
scoochy
- slower smoke effects mod
Seeadler
- improved sky enviormental effects mod
- Enviormental mod version 1.0
SteveTRM
- Interior sound fixes
skwasjer
- For the most outsanding mod development tool to ever grace the subsim forums.
Tater
- improved campaign mod.
- Taihosan Maru Fix
- Type13 Radar fix
- DD Yagomo
- Misc ship eqp corrections
- IJN Type 13 radar fix.
- supercool guy
- Guru of all that is IJN. If he says its true, i beleive him.
WernerSobe
- Natural Sinkings Mechanics 3.1
WilhelmTell
- Submarine diesal engine sounds
zAmboni
- Smaller Nav tools
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Permissions:
- Aboslutely nothing found within the Trigger Maru modpack or associated graphics pack may be used for any commerical product of any size, shape or form.
- Trigger maru is open source freeware, made by the SH4 modding community. All permissions of individual mods are subject to their author's permissions.
- You otherwise don't need "permission" for anything. The Trigger Maru mod was compiled for the love of the game, and appreciation for the History behind the game. This mod is presented as a community works, for the bennfit of all. The compling author (Ducimus), takes no credit for any of the specific works cited. Any specfic design or modification by the compiling author, anyone is free to use as they see fit in any modification they desire, so long as it is not used in any commercial product of any size, shape, or form.
1.7.6 changelog:
//camera changes
- Career room office is fixed, you can once again look around.
- reduced the shaking. Given other settings in TM, the shake in the camera was excessive.
- Conning tower camera, allows for free movement.
- changed the view unit cam to follow a unit, and allow free movement instead of fixed sphereical view. Although its disabled by default, eyecandy maniacs and movie makers should appreciate this change the most.
//deck gun changes
- changed default texture of twin 20MM, and 4"50 cal to MS9 color scheme (black)
- created JSGME plugin to change above said guns to MS32 color scheme (handy after a refit, or if your running another skin)
- changed 4" 50cal availablity date from 1/43 to 6/42
//TBT
- Now properly named. I tried like hell to make it clickable on the bridge, but no joy.
//UI changes
- changed "goback to previous view keyboard command (Number pad INSERT key), to corresond with Gato interior layout. Other sub layouts in support directory.
- Changed Tooltip assigments to corespond with clickable crewmember functions.
// Torpedos
- slightly lowered depth error occurance chances
- changed torpedo color scheme, so torpedos can be more easily idenfied by sight.
- changed default torpedo loadouts depending on year of war.
- made a couple torpedos available 2 months earlier then normal, adjusted some renown costs.
// bombs.
- lowered armor peircing value of some airdropped bombs back to stock values.
// escorts
- increased ARmor protection value of escorts to 25, increased hitpoints to varying degrees not to exceed 400.
// Subs
- further reduced armor protection of submarines from 20, to 15 (stock value is 25)
- tripled hitpoints on diesal engines. (since we have 4 engines assigned to just 2 damage zones, you have double the chance of an engine being destroyed, hence i upped the hitpoints of said engine damage zones)
// interiors
- fixed all gauges, or at least made them operate like they do something important. Most important of which i think is the throttle.
- Gato interior has 600 ft depth gauge
-Interor sound fixes by SteveTRM
- Misc Texture fixes (Note: Gato interior has been modded to use its own textures, not shared by another boat. All interiors ahve been modded to have "blueprint.tga" on one desk, hence this file must be present or you'll see a black square where a map should be)
- Various crewman are now clickable. Clicking on these crewman will now bring you to various views that are normally accesed by function keys.
- Xmas tree made more distinct when submerged or surfaced.
// intergrated conning tower modifications from ROW
// Intergrated Sub reflections from ROW with historical propellers by kapitan_zur_see
- slighly reduced caustic so the caustic effect is not present on submarine main deck while surfaced.
// changed cloud mod from the version ive alwys been using to the same one modified to move even slower by Leovampire.
NOTE:
If anyone else wants to adopt, take over, and otherwise carry on the Trigger Maru project, they have my blessing to do so. I would love nothing more then to step back and away from modding. If someone were to adopt this project, it would make it alot easier for me to do so.
Gizzmoe
05-23-07, 02:35 PM
You can find the rest of old thread here:
http://www.subsim.com/radioroom/showthread.php?t=114420
Wellcome back friend...
There a quick question. I've noticed that depth charges are no longer efficient. No idea from when I'v fought I was lucky. But than frontall atack on onvoy and after real heel fight they sunk me down. Should I install the game once again? I puty your mode in the middle of campaign.
Love you sounds of sinking ships, they are heard also inside of the sub as well as by hydrophones... sorry I was mistaken from the first.
Thank you for tuning down 40cal it was nonsence before (but I loved to use it ;) )
doc1133
05-28-07, 08:25 PM
absuoletly love your mod, and was enjoying a very fruitfull career from pearl,
was given a balao sub as i was top ace, after one patrol in new sub, told sub being mothbald and forced to retire.:huh:
i was playing trigger maru 1.2
sorry to trouble you
regards
doc1133 (now retired)
Doc 1133, I don't want to be a "wise guy", but reaching ducimus might get better at www.ducimus.net/sh4 .
Just to inform, not piss you off.
Regards Bando
dean_acheson
05-29-07, 09:34 AM
any idea how how duci added the new commands to the orders bar? After 1.3 comes out, I'd love to be able to keep the WO ID target command while keeping the manual targeting on.
thanks...
Sorry, here it is (http://www.subsim.com/radioroom/showthread.php?t=114280)...
Anyone pls!!!
I can not be damage by depth charges, I have tried but even very closed one do not makes me any harm. I am using TM 1.2 mode together with radio, Gato Hi res and other light modes stuff. I am almost helpless. Before on clean install they already sunk me dawn hundred of time but I can not imagine too play with this bugs hole original version.
I'm using Trigger Maru 1.2 and I just got sunk by depth charges from 4 destroyers! You may need to reinstall everything.
Yes. I've noticed that depth charge finally after traveling straight ahead with noising speed without making any evasion maneuvers and 6 bombarding one barrel simply touch my sub and explode, making serious damage but still not final one.
No minor damages at all made by depth charges
Can you confirm that?
I only remember one DC hit which resulted in minor damage. It damaged one of the AA guns. All the others gave me major damage with flooding. Of course after the first major damage with flooding. I went to the bottom at 180 ft depth. The Destroyers kept dropping DC's and caused more damage faster than I could repair the damage from previous hits. After about 30 minutes of this I finally got the Sub Sunk scenario with 3 compartments almost totally flooded and 1 partially flooded.
Try to avoid detection!
Rolf Eschke
05-31-07, 02:20 PM
Nice Mod!
Regards Rolf
ReallyDedPoet
05-31-07, 07:16 PM
Welcome:up: doc1133
RDP
Has anyone else had trouble completing a mission with TM 1.2 installed? I have some other mods piggybacking also, and only have the ones running in which I did not get a conflict message from the enabler. Any ideas, love the mod, would hate to can it because it adds to the overall experience. Thanks in advance.
My somewhat BAD, I had another try and as soon as I came to all stop, the launch box option came about.
switch.dota
06-23-07, 12:22 PM
Found a small problem: while radar is abailable on all subs starting in 41, Gato class still can't equip one. See the irony here? Sugar boats with radar but Gatos without...
Palidian
07-04-07, 05:52 PM
Where is all the drama over this mod? :lol: Tried it a bit seems pretty good, however waiting on 1.3 to see what happens.
ReallyDedPoet
07-04-07, 05:58 PM
I have used this since the beginning, I am sure there will be a new version with 1.3.
I take it you have seen the read-me above, many tweaks to the game, other mods added in, fixes added.
It is a good one.
Another larger mod is Feal Fleet Boat, the focus being realism.
In the end it is all about choice though :D
RDP
WernerSobe
07-07-07, 01:36 PM
any chance of making the radar man call out the bearing when i need it and not just by the first contact? I want to trace the targets on my navmap on my own without using the map update. Or at least a bearing dial around the radar screen would help a lot tracing the targets.
ReallyDedPoet
07-07-07, 02:10 PM
Not sure of the answer WS, here is a link to his Web Site:http://www.ducimus.net/sh4/
I think he is going to re-visit SH4\TM, when 1.3 arrives.
RDP
TDK1044
07-10-07, 06:22 PM
Not sure of the answer WS, here is a link to his Web Site:http://www.ducimus.net/sh4/
I think he is going to re-visit SH4\TM, when 1.3 arrives.
RDP
I believe that is correct. Ducimus will update TM when 1.3 is released.
ReallyDedPoet
07-10-07, 06:26 PM
He was back yesterday for a bit, posted in the leaked 1.3 thread. You have probably seen it. It was an intelligent post :yep:
I still have Trigger 1.2 installed, looking forward to the next release, nice mod:up:
RDP
Not sure of the answer WS, here is a link to his Web Site:http://www.ducimus.net/sh4/
I think he is going to re-visit SH4\TM, when 1.3 arrives.
RDP
I believe that is correct. Ducimus will update TM when 1.3 is released.
I really hope so! Without Ducimus' mod I won't play the game any more...
So, I count on you, Ducimus! :arrgh!: :up:
TDK1044
07-12-07, 06:53 AM
Trust me. He's on it. He's just waiting to test the official patch. :D
Trust me. He's on it. He's just waiting to test the official patch. :D
Yes! Yes! Yes! :D :up:
Vivat Ducimus!
Saintaw
07-12-07, 03:42 PM
Please, i was using this too and got used to its features and improvements.
Marko_Ramius
07-12-07, 06:39 PM
For me too, TrigerMaru is a must-have for SH4, so i'm waiting this to begin to play 1.3.
Ducimus
07-12-07, 08:23 PM
Rest assued, Tmaru 1.3 will see the light of day. Just because i don't participate on these forums anymore doesnt mean im not working on the mod.
If i really wanted to, i could release a compatiable version tonight. With the exception of the mini chrono its essentually ready to go, with everything working just as it did in patch 1.2, except the radar will work as intended in patch 1.3. However, im going to sit on it and iron out things a little more.
- im re examining the AI. I could just not look at it, and in blind confidence in my own settings, release Tmaru 1.3 on my old AI settings in the sim.cfg, but im afraid it might become too hard. So ive pulled my changes and am trying to get a feel for the AI, and readjust.
- funky error with Planes detecting players that i *think* i might have. I need to test this to makes sure planes are behaving how they should, if not, i have an idea on why they arent.
- Aircraft attack frequency adjustments. I may or may not implemnt my old settings. Im reading player reports to see if its too frequent.
- I want to retouch the campagin MIS files and change the cargo type of tankers from "freight" to "fuel". For the occasional juicy KABOOM we all love so much.
- I might revert radar availabilty back to stock dates, since the reasons i implented it as i did ver 1.2 are no longer valid.
- optional mod with subs that have stock fuel settings for folks who dont like what i perceived as more realistic fuel settings.
Further updates ill post either on my webpage linked in this thread, or on the official SH4 forums.
ReallyDedPoet
07-12-07, 08:33 PM
Rest assued, Tmaru 1.3 will see the light of day. Just because i don't participate on these forums anymore doesnt mean im not working on the mod.
If i really wanted to, i could release a compatiable version tonight. With the exception of the mini chrono its essentually ready to go, with everything working just as it did in patch 1.2, except the radar will work as intended in patch 1.3. However, im going to sit on it and iron out things a little more.
- im re examining the AI. I could just not look at it, and in blind confidence in my own settings, release Tmaru 1.3 on my old AI settings in the sim.cfg, but im afraid it might become too hard. So ive pulled my changes and am trying to get a feel for the AI, and readjust.
- funky error with Planes detecting players that i *think* i might have. I need to test this to makes sure planes are behaving how they should, if not, i have an idea on why they arent.
- Aircraft attack frequency adjustments. I may or may not implemnt my old settings. Im reading player reports to see if its too frequent.
- I want to retouch the campagin MIS files and change the cargo type of tankers from "freight" to "fuel". For the occasional juicy KABOOM we all love so much.
- I might revert radar availabilty back to stock dates, since the reasons i implented it as i did ver 1.2 are no longer valid.
- optional mod with subs that have stock fuel settings for folks who dont like what i perceived as more realistic fuel settings.
Further updates ill post either on my webpage linked in this thread, or on the official SH4 forums.
Nice to hear from you, look forward to TM 1.3 :up:
RDP
Aye Ducimus! Take your time, no need to hurry! We had to wait a long time for the patch, so we can wait a few days for your mod-update... :D
Do you see a way to mod the radar messages, so that when the radar guy reports a contact you recognise whether it's a ship or an aircraft contact?
I think the AI is very hard now. Too hard. Not its skill is the problem but their Uber-sensors. Nothing against clever destoryer commanders and smart manoeuvres done by freighters, but they now seem to have IR-sensors, x-ray equipment and night-vision devices. I don't think that's very realistic. Maybe you can tune that a bit down.
dean_acheson
07-13-07, 03:07 PM
wow, i sure do miss the two guys at the diving plane.
great to see you Duci.
:)
Saintaw
07-13-07, 03:28 PM
For those impatient like me :oops:
I copied the Command.cfg file from the old version to have the same keyboard shortcuts we have gotten used to. It seems to work fine, I just did a patrol using the file.
I put it in a jsgme format for easy install.
Link (http://onpoi.net/sh4/kb_tm_1_2_keysonly.rar)
I put it in a jsgme format for ez install.
Thanks. I'll use this until a new TM comes out.
Saintaw
07-13-07, 03:37 PM
Blast, I just got caught editing my own text... why did I put this darn banner? :damn:
Ducimus
07-13-07, 04:50 PM
1. When crossing the IDL, you can see torpedo icons after having fired one, but cannot see the projected torpedo track as predicted by the TDC?
2. Air attack frequency is too much, or just right?
3. Are you getting repeating missions like before? (in other words, do i need to place ye ole repeat mission bug fix as default installation for Tmaru?)
4. In regards to the AI detecting your sub when submerged, compared to Tmaru 1.2, the AI in vanilla 1.3 is easier, the same, or harder?
5. In regards to evading escorts when submerged after having been detected, compared to Tmaru 1.2, evading the vanilla 1.3 AI is easier, the same, or harder?
Ducimus
07-14-07, 06:21 AM
Trigger Maru version 1.3 (for SH4 version 1.3, nifty huh?) is now available for download at filefront. All of the functionality outlined in the readme and my website is still valid. The mod, functions just as it always has, only with the radar actually works as intended, so my workaround for that is no longer neccessary.
There have been some additions and changes though:
- SJ radar is no longer available at war onset. Ive changed it to 6/42. (stock being 7/42).
- Ive included some graphical mods by Captain Cox. These include his updated service cap for officers, and the "sweaty crew" uniforms. The pacific is hot, and well, you prespire. No village people type shennaignans here, just an effort to add a little more ambience and believablity (is that a word?) to the game. Ive also included the imperial version of a bearing tool. If you havent used one before , youve been living under a rock.
The nomograph is available as always, but its remarked out by default. Just search the 1024_768_menu.ini file for "nomo" and unremark the block of code you find there.
AI adjustments:
Ive slighly altered the AI in terms of passive and active underwater detection (live left visual detection alone). If you feel the AI is too difficult, feel free to undo the changes ive made to sim.cfg (see changelog for changes).
Aircraft attack/spawn frequency:
Ive included my aircraft spawn frequency tweaks from Tmaru 1.2. If you feel stock aircraft numbers are just right, feel free to delete the /data/land directory. The files therein reduce the number of aircraft airbases can have. (IE delete these files and renamble this mod and airbases have alot more planes to launch at you)
Optional MODs found in support directory
- Stock Fuel
Ive included this mod because some people have reported not having enough fuel, despite all conservation efforts. (while others report the amount of fuel is spot on) Maybe these reports are exaggerated, or maybe theres a bug im unable to reproduce. Regradless, ive included this mod.
- Repeat patrol fix
This is the same repeat patrol fix from Tmaru 1.2 Ive been unable to confirm if the "repeat patrol bug" is fixed or not. Ive seen reports that it hasn't. In any event, ive included this mod incase you run into this yourself.
That i beleive, is a wrap, for now. Unless some major buggery is discovered, i have no intention of updating Tmaru for awhile. If you find something wrong, or don't like how something was done, i encourage you to dig in and change it to your own personal tastes. That's what got me into modding, so i encourage others to do the same.
If you want to change Tmaru into an ultra realists wet dream where each rivet is exactly spaced, and each weild on a sub a certified 3G wield, or even if you want to turn it into "Richard Craniums Happy Funtime shooting gallery", use/mod this Tmaru as you see fit.
My job is finished here, i bid the adieu,
Clear skies and calm seas to you, and yours.
http://files.filefront.com//;8050048;;/
1.2 to 1.3 changelog:
-------------------------
data/menu/cfg/dials.cfg
-remarked out sounds on [Dial45]
(this removes the click noise when rotating the periscope)
------------------------
data/menu/menu_1024_768.ini
- added smaller nav tools
- added nomograph (remarked out by default)
- added mini chrono
- removed binocular crosshair
----------------------------
data/cfg/sim.cfg
- AICannons->MaxFireRange from 6,000 to 8,000
- Lost Contact Time from 15 to 30
- Hydrophone->NoiseFactor from 1 to 0.25
- Hydrophone->ThermalLayerSig from 3 to 2
- Sonar->EnemySurfaceFactor from 200 to 150
- Sonar->ThermalLayerSig from 5 to 4
--------------------------
data/library/AI_sensor.dat
- Type93_1A -> Max elevation from 100 to 106
- Type93_3A -> Max Elevation from 100 to 110
- Type93_5A -> Max Elevation from 100 to 118
----------------------
data/Menu/Menu.txt
- added tooltip info to support new commands added to orders bar.
- changed "snorkel depth" to "Radar depth"
- changed default player name
- changed "quick mission" to "single mission"
- changed torpedo tooltip info.
- changed medal names as part of "real medals" mod.
------------------------
data/library/sensors.dat
Visual->PerciseRange from 5000 to 6500
Visual_surface from 150 to 100
-------------------------
data/UPCData/UPCCampaignData/flotillas.upc
- changed out of harbor starting point for pearl to West of IDL
- nulled boat exit dates
-----------------------------------
//files adjusted for compatibility
data/cfg/Commands.cfg
data/roster/names.cfg
data/submarine/nss_balao/balao.upc
data/submarine/nss_gato/gato.upc
data/zones.cfg
// files removed from mod
-----------------------------------
data/library/Cameras.dat
data/library/USSubParts/Sensors_sub_US.sim
Inside686
07-14-07, 07:15 AM
Well done, this mod is my favorite one. :up: Just a bit disappointed you decided to stop your work on it. Anyway thank you!
Thanks Ducimus. You're great! :up: Very sad to hear that you don't want to go on. I really hope you'll change your mind and do some great work on this mod in future! :cry:
TDK1044
07-14-07, 10:29 AM
Great mod. :D
Soundman
07-14-07, 10:34 AM
Thanks for all your hard and exellent work!
Thank you and respect for you're decision ;)
CaptainCox
07-14-07, 10:58 AM
Cheers Ducimus and cool to see you back, if even so briefly ;)
Ducimus
07-14-07, 11:04 AM
That i beleive, is a wrap, for now. Unless some major buggery is discovered, i have no intention of updating Tmaru for awhile.
Note, i didnt say i wont update it ever again. :smug: The truth is, im not even playing SH4 right now. Im involved in other games, which is why im not updating this mod again for awhile.
I'll update the orginal post later on, short on time right now and ive got to run.
switch.dota
07-14-07, 11:54 AM
Thanks for a great mod.
Saintaw
07-14-07, 01:08 PM
Thanks!
don1reed
07-14-07, 06:04 PM
great work & tnx
Marko_Ramius
07-14-07, 07:40 PM
Hi Ducimus, many thanks to you :up: Your work is greatly apprciated.
don1reed
07-14-07, 08:26 PM
played 1.3 with & w/o TM...hands are missing from chonometer using TM.
BellJack95
07-14-07, 08:42 PM
Ducimus, thank you for your continued support of this excellent mod and making a version compatable with the v1.3 official patch. I am just one of the many that appreciate your efforts and thank you. Cheers! :up:
Marko_Ramius
07-14-07, 08:54 PM
Ducimus,
I just saw there was a missing file in /Data/Submarine/NSS_Tambor .
File is " NSS_Tambor_shp.dds " I think it is for 360degrees beering tool ??
I just take the file from 360DBT mod and put it in TM for my use.
This is just for your information.
Thanks again.
SteveW1
07-14-07, 10:11 PM
Thanks Ducimus this is a Fantastic Mod and I will enjoy playing it:rock:
w-subcommander
07-14-07, 10:38 PM
Thank You Dicimus. You rule!
Von Tonner
07-15-07, 03:08 AM
Thanks Ducimus, just downloaded it.
Can't wait for a patch 1.3 compatible TTM to come. Playing vanilla is so, uhm, suffice to say, will be better. Modded :D
switch.dota
07-15-07, 03:44 AM
Can't wait for a patch 1.3 compatible TTM to come. Playing vanilla is so, uhm, suffice to say, will be better. Modded :D
There is one already - check page 2 of this thread. Ducimus didn't update the first post just yet.
doc1133
07-15-07, 06:52 AM
:) :) you are the king.
thank you so much.:D :D :up:
ReallyDedPoet
07-15-07, 07:37 AM
That i beleive, is a wrap, for now. Unless some major buggery is discovered, i have no intention of updating Tmaru for awhile.
Note, i didnt say i wont update it ever again. :smug: The truth is, im not even playing SH4 right now. Im involved in other games, which is why im not updating this mod again for awhile.
I'll update the orginal post later on, short on time right now and ive got to run.
Thanks for the update:up::up:
Read on your site you and the missus are into WOW right now :yep: Anyway, good to see you back if even for a bit. Good luck with the other stuff.
RDP
We miss you.
Your talent,& coequal colossal wit.
BooBooLovesAll
07-15-07, 07:41 PM
Hrm........
When I use the updated mod, there is still a delay when opening tube doors.
In 1.3 stock, there isn't.
?:-?
Internet Explorer resets my connection when Downloading TM 1.3 any ideas anybody ?:down:
switch.dota
07-16-07, 05:05 AM
Hrm........
When I use the updated mod, there is still a delay when opening tube doors.
In 1.3 stock, there isn't.
?:-?
Good point. Noticed this as well.
I think I might reverse engineer the open-all-tubes fix in 1.2-comaptible mods.
Internet Explorer resets my connection when Downloading TM 1.3 any ideas anybody ?:down:
Problem with IE, use Firefox!
The extension (7z) of the file was lost and the file is assimilated has a Html page.
just wondering if this mod includes the fixes that tone down the flying Sub effect during large waves, something to do with bouyoncy settings.
Ducimus,
I just saw there was a missing file in /Data/Submarine/NSS_Tambor .
File is " NSS_Tambor_shp.dds " I think it is for 360degrees beering tool ??
I just take the file from 360DBT mod and put it in TM for my use.
This is just for your information.
Thanks again.
The file is in the modpack, it's just misplaced. Look for it in the Sargo class subfolder.
Ducimus
07-16-07, 04:05 PM
Ok, looks like i'm not done just yet.
Help me, help you, im trying to compile a list of issues for an update.
As so far, complaints ive seen:
- torpedo doors opening too slowly
- no traffic in marshal islands area (stock spawn placement issue)
- I goofed on the bearing tool for the tambor
- 500 MB saves. (seems to happen randomly, not all the time)
Now the 500 MB save issue is important to me. I beleive its a stock issue, but i need to confrim that. If anyone has encountered this in stock, please say so. Otherwise, the interm "maybe it will fix it" solution, is to delete campaign folder from Tmaru and run stock campaign files, or another campaign mod.
I saw some reports at the Ubi forums about this, but as I understood it, it happened on saves from 1.2
So an old save (in the office) would generate a large save file for 1.3
I believe when starting a new career, the saves are in check. Mine are anyway.....
Hope it helps
Ducimus
07-16-07, 04:51 PM
I saw some reports at the Ubi forums about this, but as I understood it, it happened on saves from 1.2
So an old save (in the office) would generate a large save file for 1.3
I believe when starting a new career, the saves are in check. Mine are anyway.....
Hope it helps
Thanks bando, something to keep in mind. Now the trick is to find out if ppl with large save files are using old 1.2 games saved in office.
OmegaMan
07-16-07, 06:30 PM
Ok, looks like i'm not done just yet.
Help me, help you, im trying to compile a list of issues for an update.
As so far, complaints ive seen:
- torpedo doors opening too slowly
- no traffic in marshal islands area (stock spawn placement issue)
- I goofed on the bearing tool for the tambor
- 500 MB saves. (seems to happen randomly, not all the time)
Now the 500 MB save issue is important to me. I beleive its a stock issue, but i need to confrim that. If anyone has encountered this in stock, please say so. Otherwise, the interm "maybe it will fix it" solution, is to delete campaign folder from Tmaru and run stock campaign files, or another campaign mod.
Well. Sorry for my english (I'm from Spain)
1- The torpedo doors opening too slowly is easy to solve. Only it is necessary to modify a lines in the file commands.cfg. I do not know to say it in English. If you want I send you the file by e-mail or I post it here:
[Cmd308]
Name=Open_torpedo_tube
Ctxt=1
[Cmd309]
Name=Close_torpedo_tube
Ctxt=1
[Cmd310]
Name=Open_sel_torpedo_tube
Ctxt=1
[Cmd311]
Name=Close_sel_torpedo_tube
;Key0=0x57,,"W"
Ctxt=1
[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1
Key0=0x51,,"Q"
2- No traffic in Marshal Islands: It's a stock fault, bug, issue, etc, of the game.
3- This bearing tool is in the NSS_Sargo sub-folder.
4- The savegames of 500 MB. With the game fresh installed and patched to 1.3, it's rare, but with any mod that makes use of the campaign, then it happens randomly. I don't know why.
I hope to have helped in something and thanks for your enormous work. Very well :up:
Omega out.
Ducimus
07-16-07, 06:34 PM
Thanks for the input Omega man!
Can you explain further on this?
4- The savegames of 500 MB. With the game fresh installed and patched to 1.3, it's rare, but with any mod that makes use of the campaign, then it happens randomly. I don't know why.
Are you saying it happends with ANY mod in a campaign game?
OmegaMan
07-16-07, 06:40 PM
No. Only with mods that alters (or modify) the folder Campaings. :hmm: Sorry for the mistake
Ducimus
07-16-07, 06:48 PM
Thanks, it helps!
OmegaMan
07-16-07, 06:58 PM
It's nothing. Keep up the good work :up:
BooBooLovesAll
07-16-07, 07:46 PM
Ducimus,
I think this is a great mod.. I have been using it since you first released it.
Please don't take my posts as whining. Just tryin to help.
I'll try to make me understandeble with my verry basic englisch.(sry for that)
De-activated all mods with JSGME in pearl(office) and installed 1.3 patch and activated a few captain cox mods that where 1.3 ready and started next patrol .No problems and saves where minor and normal size. I only mist THE TM mod enormously :cry:
When i saw that TM 1.3 was availeble i hurried back to pearl and again de-activated all mods with JSGME en activated first TM 1.3 and than the other 1.3 confirmed mods .When there was a conflictmessage whit TM i let that mod on the left site .
Started patrol 14 and all is ok for me so far .....i saved 7 times in this patrol so far and i experienced that it takes a lot longer to save than before . All 7 saves are + 500-600 MB.
I'm on jun 20 1944 currently
Hope it helps you Ducimus and that my explaination is a little comprehensive to you.
greetz from Belgium :up:
Great Mod pack :D
A question if I may?
Does anyone know how to reactivate the fixed external view?
I press the " . " and the " , ". for next or previous ship view. but nothing happens. Even the menu no longer shows the next ship external view icons?
The in game settings are set to allow.
Maybe I have to reinstall game and patch and then mod again?
Any speculation by anyone welcome.
:up:
switch.dota
07-17-07, 03:14 AM
Why did you remove the next/ previous camera?
This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there.
Ok, whatever dude, how do i renable the next previous camera?
In this mod, open the file data/cfg/commands.cfg in notepad. Search for "Cmd50" and
remove the semicolon placed in front of the key assigments for "Cmd50" and "Cmd51".
Quoted from the first post :p
Great Mod pack :D
A question if I may?
Does anyone know how to reactivate the fixed external view?
I press the " . " and the " , ". for next or previous ship view. but nothing happens. Even the menu no longer shows the next ship external view icons?
The in game settings are set to allow.
Maybe I have to reinstall game and patch and then mod again?
Any speculation by anyone welcome.
:up:
"Ok, whatever dude, how do i renable the next previous camera?"
In this mod, open the file data/cfg/commands.cfg in notepad. Search for "Cmd50" and
remove the semicolon placed in front of the key assigments for "Cmd50" and "Cmd51".:lol:
er.. thanks donut...:oops:
I never altered stuff before. I have been in vanila land for years and accepting it as end product for many games..
Now if you would have said. " easy... press alt F4 " I would not have believed you. ;)
Again thanks guys. Ill be back to delete my posts after due to redundency once others have had a chance to identify my triple noobness.
1 - uses next camera in game.
2 - clueless on moding
3 - misses the obvious posts on the very subject on page 1
switch.dota
07-17-07, 08:50 AM
Hey don't worry - nobody was born a sub commander/modding expert.
Here's a little more detailed explenation, in case you need it:
1. If you installed the mod by copying the files over the install, then go to the SH IV main folder. If you installed using JSGME, disable the mod then go to the root director of the mod.
2. Open the DATA folder, then the CFG folder.
3. Look for the file 'commands.cfg'. Open it with notepad.
4. Search for the text "Cmd50". You will see something like this:
;[Cmd50]
;line #1
;line #2
;line #3
This is off the top of my head and probably wrong in term of the content on each individual line. The point is all the lines have a semicolon (";") in front of them. To get the prev/next camera working again remove these semicolons in the paragraph associated with Cmd50. So the above example will become:
[Cmd50]
line #1
line #2
line #3
6. Next do the same for "Cmd51".
7. Save the file and you're ready to play the game again. It should be 100% compatible with existing saved games, either in-base on at sea.
Ducimus
07-19-07, 04:06 AM
Hokey dokey. Version 1.3A is up. Enjoy. Again, unless theres a major bug i need to fix, my job is done here. :yep:
http://files.filefront.com//;8092629;;/
In the event of future campaign mods being used with Tmaru, the only files that are important to Tmaru in terms of bungo pete, and german uboats is the JP harbor traffic MIS file, and the GERaiders MIS file.
Version 1.3a changelog (yeah i know im slacking on the documentation)
//updated commands.cfg, Q opens doors, W cycles forward tubes, Y cycles aft tubes.
//fixed tambor bearing tool misplacment.
//Gar reverted back to inheirtance from tambor
//fixed error with sub's sim files
//sim.cfg
- max fire range reduced from 8000 back to 6000
- hydrophones->noise_factor reduced from 0.25 to 0.4
//Sensors_sub_US.sim
changed MaxSensorHeight on type 3 sensors (hydrophones) from 0, to -4 for S class, and -12 for all other subs
//redid bathtub removal, now includes option to include bathtubs if thats your thing.
//added german uboat, skin by Fubar
//added singleplayer mission for uboat
//added spawns for uboat in campaign game via GERaider.mis file
//added Taihosan Maru Fix by Tater, (orginal concept by Jace11)
Fair sky's , calm seas, and happy hunting!
(and sink a uboat for me while your at it :up:)
http://www.ducimus.net/sh4/u-537a.jpg
http://www.ducimus.net/sh4/u-537b.jpg
Great Ducimus ! - It´s gonna be a good day:sunny:
BooBooLovesAll
07-19-07, 07:17 AM
Nice!
I am on a weeks vacation in South Carolina... guess I'll check it out when I get back home! :up::rock:
ReallyDedPoet
07-19-07, 08:26 AM
Thanks Ducimus:up:, I know you said it, but hopefully this will not be the last of your work.
RDP
dean_acheson
07-19-07, 09:58 AM
finally.
Time to actually sit down. Hand pick a crew. Quit screwing around with files. Play out a career.
finally.
Time to actually sit down. Hand pick a crew. Quit screwing around with files. Play out a career.
Agreed! :D
I just added the suggested CBS sound pack to 1.3a and I can now finaly start a serious career.
Thanks for the "save fix" Ducimus. :up: ( not that it was a big problem for me anyway )
Your mod is now complete, But I also hope your vision will expand the evolution of TM well into the future if you come up with something else to add to your work.
p.s. Get yourself a donation box Captain Ducimus. I owe you some coins as mentioned in another thread. ;)
*salivates*
Now i go to start a new career. :arrgh!:
dean_acheson
07-19-07, 02:18 PM
are tater's improved campagin files in here duci? do i need to jgsme them in?
sorry, i didn't see them, and i wanted to just check.
Ducimus
07-19-07, 02:33 PM
are tater's improved campagin files in here duci? do i need to jgsme them in?
sorry, i didn't see them, and i wanted to just check.
You'll need to JSGME them in. Beforehand, i would suggest disabeling TMaru and delete all the campagin .MIS files in Tmaru's campaign directory; EXCEPTING,
- GERaiders.mis,
- Jap_harborTraffic.mis (or named similar).
Those two files are required for Bungo Pete, and the german Uboat to appear in the campaign game.
I didnt spend much time on the campaign files because i knew others were putting out a more robust campaign mod. My scope in the campaign files was limited to what i thought were the most immediate fixes.
The campaign files in Tmaru, all they do is
- increase crew rating to predominatly 3.
- lower single merchant spawn rate. (stock, too plentiful and it lags the game)
- Lower troop convoy spawn rates. (too plentiful and cause of unrealistic tonnage scores)
- remove generic battleships from task forces. (stop spawning yamoto's)
Thats pretty much it. THey don't do much except fix the more immediate annoyances. I'd have included Taters mod, but wanted to wait tell it was completely finished.
switch.dota
07-19-07, 02:43 PM
Ducimus, three issues in TM 1.3:
- Abundance of Lifeguard duty missions (5/9 missions the past 3 patrols); this is using your hotfix for varied objectives;
- Abundance of aircraft - it might be an isolated case, but for the life of me I can't patrol Bismark Sea on the surface in daylight. With the battery recharge time of the S-Class (24hrs?) it's god damn annoying. Planes coming in from Rabaul (75% of the time and that little port west of Rabaul, on the south edge of Bismark Sea).
- Recharge time for S-Class' batteries is extremely long. And I DO mean extremely long. 20+ hrs seems a bit unrealistic...
NOTE: This is for TM 1.3, not 1.3A. Don't know if things changed.
Ducimus
07-19-07, 03:58 PM
- RE Lifeguard missions,
are you sure you have the repeat patrol fix mod installed? Its not the default installation, but an optional mod located in the support directory. Or maybe, i should ask, are these lifeguard missions consecutive? or are they occuring every other mission?
-RE aircraft,
bad luck maybe. I didnt increase aircraft at all, infact if decreased the number of aircraft airbases can have. It could be that the south pacific just has a higher concentration of JP airbases.
-RE S class,
I didnt touch it aside from the realistic crew mod. I guess i should have spent more time on that pigboat.
switch.dota
07-19-07, 04:35 PM
Lifeguard Duty problem -- I'm aware of the extra mod (in the support folder) and I'm pretty sure I have it installed. The Lifeguard Duty off Guadacanal occurs every other mission (not consecutive). It's also extremely frustrating to complete as far as missions go. Perhaps I wouln't have minded the abundance of such assignments if they involved anything other than running around for smoke piles I can only see myself (any my crew if I'm within 100m of the guy).
S-Class -- the issue was introduces in SH IV 1.3. I'm not sure what they did but batts take a hell of a lot of time to charge up.
Frank Smith
07-19-07, 05:07 PM
Trigger Maru version 1.3 (for SH4 version 1.3, nifty huh?) is now available for download at filefront. All of the functionality outlined in the readme and my website is still valid. The mod, functions just as it always has, only with the radar actually works as intended, so my workaround for that is no longer neccessary.
This to me was one of the GREATEST MODs going.. I truely made SH4 a pleasure to play... the Orig version (IMHO) suked. Thanks for the SUPER work & I truely have appeciated your MOD much.. Snuffy the Ol'Pirate
Ducimus
07-19-07, 06:24 PM
@ switch.dota
Ok i know what the problem is then. Missions by default are clumped together by an ID handle, after geographical area. "Honshu" for example, covers all assigments in the honshu area. The game is supposed to randomly pick an assigment from that geographical group (photo, supply, sink, patrol, etc).
What i did was split those geographical areas (the ID handles) into two groups. For example "Honshu" became "Honshu" (patrol, sink), and "HonshuOPS" (photo, supply, commando, etc).
This is how i was setting Normal missions, followed by special missions. However, when i did this, i neglected Lifeguard missions. THey are still under the old default ID handle. So if the game called on "honshu" , you could randomly get a lifeguard mission when what i had intended was a patrol mission.
The easy solution is to change the ID handle for lifeguard missions.
@ Frank Smith
Once this mod is selttled, yes i am returning myself to obscurity. Ive quit subsim many times, and at some point i have to stick to that decision. My presence here right now isnt by choice, but by neccessity for feedback and communication to publish the mod. I am no saint. Many of the older hands on this forum, i beleive view me as a "richard cranium" (infact ive even been called just that), and im sure others beleive me to be nothing more then a spineless dramaqueen. In order to prove them wrong, i have to stick to my guns.
But it goes a little beyond that. (edit) long story short, bad blood and personality conflicts that id like to avoid.
@ everyone else
Trigger Maru is really the communities mod, not mine. Yeah i put it together, but many of the components are made by people here. The SH4 community is the real "dev team" here. Enjoy your mod, and use it how you see fit.
Paul Roberts
07-19-07, 06:49 PM
Ducimus,
I've no knowledge of whatever bad blood has passed this way before, but I want to shout out a big thank you for your hard work. Happy gaming in the future!
NefariousKoel
07-19-07, 08:20 PM
Well done Duci!
I thought the stock 1.3 visual sighting settings were quite steeply in favor of the AI since they seemed to spot my scope up from miles away even if only for a few seconds. I just halved the Visual sensitivity down to 0.05 and dropped the sonar's thermal layer attenuation down to 3.0 so the layer isn't quite the wall it used to be.
My preferences, of course, but I'm golden. Didn't have to tweak or dig up hardly any extra mods.
Thanks man!:rock:
badaboom
07-19-07, 09:23 PM
Please excuse my ignorance....but how can you tell if the MOD installed properly?Is thier a splash screen?I see it in mY JONESSOFT folder,I just don't see a difference yet.
CaptBackasswards
07-19-07, 10:57 PM
Install the Jonesoft Generic Mod Enabler by clicking on the jsgme.exe and installing it to to the SH4 game folder. It should leave a short cut on your desk top. Run the program one time and it will create a folder inside the SH4 folder called "MODS". Then install your mods to the MODS folder. After that you should be able to run the JSGME short cut from the desk top and the mod should show up in the available mods menu. Highlight it and click on the top arror (>) to install the mod to the Activated mods side on the right. Then simply play the game.
Hope this helps,
Rick
totalrain
07-19-07, 11:29 PM
Can't download from FileFront is it hosted anywhere else?
Ducimus
07-20-07, 01:33 AM
It's come to my attention that filefront has screwed the pooch. So, heres a rapidschite link, hopefully this one will work for awhile.
http://rapidshare.com/files/43939711/REL_Trigger_Maru_ver1-3A.7z.html
Anyway, i hope this to be my final post, i need to get off this forum before my presence here stirs up some unwanted drama. If anyone wants to talk shop on SH4 and modding, ive started this thread here:
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/8701006575
I'll be posting on the offiical forums on occasion, but i won't be as active as i once was here.
Calm seas to you and yours ;)
CaptainCox
07-20-07, 01:40 AM
Cheers Ducimus, keep her straight and true. See you around:)
Farinhir
07-20-07, 01:48 AM
But it goes a little beyond that. (edit) long story short, bad blood and personality conflicts that id like to avoid.
Meh, I say if other people have a problem, it is their problem. If you can ignore it then they are the ones that suffer from their own obsession and you can just ignore it. I think my favorite band, Tourniquet, said it best in their song, "Drinking From the Poisoned Well".
You think you're punishing me by your anger
But it's you serving the jail sentence
Point is that while there maybe a few in the SH3 forums that think of you as a "Richard Cranium", there are many here in the SH4 forums that would like you to stick around. Let those that wish to be childish do so, and ignore them as much as you can. You will have a much more enjoyable existance if you do not let the petty ones bother you. They will be the ones suffering because of their own problems and it could be no skin off your back.
Just my 2 cents.
Cheers,
~F~
Cougar_DK
07-20-07, 02:27 PM
are tater's improved campagin files in here duci? do i need to jgsme them in?
sorry, i didn't see them, and i wanted to just check.
You'll need to JSGME them in. Beforehand, i would suggest disabeling TMaru and delete all the campagin .MIS files in Tmaru's campaign directory; EXCEPTING,
- GERaiders.mis,
- Jap_harborTraffic.mis (or named similar).
Those two files are required for Bungo Pete, and the german Uboat to appear in the campaign game.
I didnt spend much time on the campaign files because i knew others were putting out a more robust campaign mod. My scope in the campaign files was limited to what i thought were the most immediate fixes.
The campaign files in Tmaru, all they do is
- increase crew rating to predominatly 3.
- lower single merchant spawn rate. (stock, too plentiful and it lags the game)
- Lower troop convoy spawn rates. (too plentiful and cause of unrealistic tonnage scores)
- remove generic battleships from task forces. (stop spawning yamoto's)
Thats pretty much it. THey don't do much except fix the more immediate annoyances. I'd have included Taters mod, but wanted to wait tell it was completely finished.
Hi Ducimus and thanx for your hard work. I'm trying to use your TM1.3A with Taters campaign files, version 0.71 and besides the obvious .mis files the two mods collide with these two files:
"CareerStart.upc" and "Flotillas.upc".
I'm a little unsure which MOD should write these two files. My guess is Tatars but I'm known to be wrong ;)
Cheers
Mark
Farinhir
07-20-07, 10:57 PM
You'll need to JSGME them in. Beforehand, i would suggest disabeling TMaru and delete all the campagin .MIS files in Tmaru's campaign directory; EXCEPTING,
- GERaiders.mis,
- Jap_harborTraffic.mis (or named similar).
Those two files are required for Bungo Pete, and the german Uboat to appear in the campaign game.
Hi Ducimus and thanx for your hard work. I'm trying to use your TM1.3A with Taters campaign files, version 0.71 and besides the obvious .mis files the two mods collide with these two files:
"CareerStart.upc" and "Flotillas.upc".
I'm a little unsure which MOD should write these two files. My guess is Tatars but I'm known to be wrong ;)
Cheers
Mark
My guess is that Ducimus is indicating that you should delete all the TM campaign files except those 2, install Tater's campaign, then install TM1.3A. This would have TM1.3A overwrite Tater's work allowing for the Bungo Pete and U-boats. This is just my interpretation of it though and I may have completely misunderstood.
Cheers,
~F~
Ducimus
07-21-07, 03:22 PM
Hi Ducimus and thanx for your hard work. I'm trying to use your TM1.3A with Taters campaign files, version 0.71 and besides the obvious .mis files the two mods collide with these two files:
"CareerStart.upc" and "Flotillas.upc".
I'm a little unsure which MOD should write these two files. My guess is Tatars but I'm known to be wrong ;)
Cheers
Mark
Either one will work but i think your better off with TMaru's version of those files if you intended to patrol out of Pearl.
Ducimus
07-21-07, 03:26 PM
Repost from offiical forum:
------------------
Well, ive decided im going to stop trying to be all things to all people and go back to my orginal focus. Make the game more challenging. Tmaru was always really intended for the more seasoned skipper with a masocistic streak anyway.
First thing on my agenda was to seperate all the non essential graphical mods and put them into their own pack. That way on future updates people don't have to D/L all this graphics stuff AGAIN. Ill handle TMaru's graphic pack as its own entity.
Speaking of graphics, ive taken Oakgrooves awesome textures and resized them from 2048 to 1024. There really isnt that much of a difference in visual quality, and its less of a burden on your machine, (not to mention D/L size.)
Anyway, heres the tenative plan for Tmaru 1.3B:
// seperated all non essential graphical and sound mods into a seperate pack.
// adjusted goback to previous cam views for more natural movement.
// adusted view rotation of periscope conning tower camera
// backspace now brings TC to X 1 instead of pausing.
// added contact map mod
// changed menu from "Refit" to "reArm/Refuel".
TODO:
- try to change Depth charge drop frequency. Try to get the "line drops" back.
- Try to increase ROF, and max distance on AI machine guns.
- increase error angle for AI deck guns
- See about sticking a few more K guns on DD's.
- Lower max elevation on AI active sonar a couple more degrees.
- Touch AI Visual light factor to make night surface attacks a bit more feasible.
- Change nomograph to be enabled by default.
- increase sub crash depth by 10 to 15 in the zon file (note to reader, this does not translate directly into feet or meters)
- Reduce tonnage of merchant shipping by 1K to 2K each, depending on tonnage of individual vessel.
Heres a couple pictures of the Map contact mod ive just about completed, its a cross/compromise between all black contacts, and assisted plotting.
http://www.ducimus.net/sh4/tmaru13b_preview_01.jpg
Start of the Midway single mission. Periscope down.
http://www.ducimus.net/sh4/tmaru13b_preview_02.jpg
Periscope is up, im looking at the map now. Note lack of "tails" on the contacts.
http://www.ducimus.net/sh4/tmaru13b_preview_03.jpg
Zoomed in on the map to get a closer look at the ships. Position and ship name only! No indication of which way the bow i pointing either. Your going to have to figure that one out yourself captain. (yeah yeah so you place a couple marks on the map and draw a line connecting them, still, this is better then default. :thumbs: )
Overall i think its a really good compromise, it gives you enough information to easily plot, but also limits the information you receive (such as ship type and position of bow). Planes, warships, and merchants all show up with the same icons.
http://www.ducimus.net/sh4/tmaru13b_preview_04.jpg
As an aside ive renabled the periscope camera. Ive changed the camera so that you can look 180 degrees left or right. Its about the only way ive been able to find where you can look around the forward part of the conning tower ever since ubi changed the SHIFT + F2 free cam to the control room only.
Cougar_DK
07-21-07, 03:52 PM
Hi Ducimus and thanx for your hard work. I'm trying to use your TM1.3A with Taters campaign files, version 0.71 and besides the obvious .mis files the two mods collide with these two files:
"CareerStart.upc" and "Flotillas.upc".
I'm a little unsure which MOD should write these two files. My guess is Tatars but I'm known to be wrong ;)
Cheers
Mark
Either one will work but i think your better off with TMaru's version of those files if you intended to patrol out of Pearl.
Thanx, looking forward to 1.3B :up:
NefariousKoel
07-21-07, 04:54 PM
That contacts mod is lookin' great Duci. :up:
I'm also glad you're putting Oak's new interface mods in and downsizing the resolution of them.
Palidian
07-22-07, 01:30 AM
>>See about sticking a few more K guns on DD's.<<
K-guns are a USA weapon.
Cougar_DK
07-22-07, 01:36 AM
First thing on my agenda was to seperate all the non essential graphical mods and put them into their own pack. That way on future updates people don't have to D/L all this graphics stuff AGAIN. Ill handle TMaru's graphic pack as its own entity.
Hi Ducimus, if you are going to "atmoize" your mod, why not move your "optional mods " up to the same folder level as the "REL_Trigger_Maru_ver1-3A" folder. I.e. it your mod could unpack to the following folders in the MODS directory:
- (REL_Trigger_Maru_ver1-3A)_Base_Install
- (REL_Trigger_Maru_ver1-3A)_Opt_Metric Nomograph
- (REL_Trigger_Maru_ver1-3A)_Opt_Metric_Speed_chart_help
- etc.
that way it would be easy to see what TM has in store for us and simple to add and remove the things we want. Just an idea :D
Ducimus
07-22-07, 02:41 AM
>>See about sticking a few more K guns on DD's.<<
K-guns are a USA weapon.
Ok, Y-Guns then. And even if those are US weapons, i can't really say i care. If the node on the model is there and supports it, i'm liable to use it. Now will i put 3 or 4 Y or K guns on a Jap DD? Probably not, but 1 or 2 would be nice.
BooBooLovesAll
07-22-07, 12:59 PM
I don't know if its possible... but I'll ask anyway.
Could you have it when you press the 'battle stations' button, that it only activates the torpedo loading button and the repair button?
I am not a fan of having the aircraft guns and the deck gun being armed at the same time... if that could be "alt-B", I could live with it. I just think its somewhat unrealistic to have everyone rushing to go on deck... but submerging a few minutes later.:hmm:
Ducimus
07-22-07, 01:18 PM
Well, im getting lazy, gave up on adding more ASW (however slight). Considering other changes ive made and mods ive added, im worried about overdoing it.
I am not a fan of having the aircraft guns and the deck gun being armed at the same time... if that could be "alt-B", I could live with it. I just think its somewhat unrealistic to have everyone rushing to go on deck... but submerging a few minutes later.
I agree with you, unfortunatly i think this is one of those hardcoded issues. Kinda like how in SH3 whenever you went to the surface your watch crew would go up to the bridge, but the watch officer NEVER did, you had to manually place him yourself each time. I think this is a similar situation, only in reverse :88)
BooBooLovesAll
07-22-07, 01:29 PM
Well, im getting lazy, gave up on adding more ASW (however slight). Considering other changes ive made and mods ive added, im worried about overdoing it.
I am not a fan of having the aircraft guns and the deck gun being armed at the same time... if that could be "alt-B", I could live with it. I just think its somewhat unrealistic to have everyone rushing to go on deck... but submerging a few minutes later.
I agree with you, unfortunatly i think this is one of those hardcoded issues. Kinda like how in SH3 whenever you went to the surface your watch crew would go up to the bridge, but the watch officer NEVER did, you had to manually place him yourself each time. I think this is a similar situation, only in reverse :88)
:rotfl:
Ah, no problem then!
I thought I would ask. Thanks.:up:
dean_acheson
07-22-07, 01:57 PM
Looks great. Thanks!
Hi Ducimus
Great to see that you're still here! :D And your latest announcements for the next version look absolutely great!
Could you also change the time for reloading batteries on S-Class-Subs? It's way too long now with 1.3. Or, if you don't want to do that, can you tell us how it's done?
Cheers
Top Cat
Ducimus
07-23-07, 01:54 AM
Hi Ducimus
Great to see that you're still here! :D And your latest announcements for the next version look absolutely great!
Could you also change the time for reloading batteries on S-Class-Subs? It's way too long now with 1.3. Or, if you don't want to do that, can you tell us how it's done?
Cheers
Top Cat
I've looked at it early, but havent come up with any positive results, so i tossed it on a back burner.
Why not use Enter vice backspace for 1:1 compression? It's free, and easier to use.
I modded your mod to do that anyway.
Chris P.
Overall i think its a really good compromise, it gives you enough information to easily plot, but also limits the information you receive (such as ship type and position of bow). Planes, warships, and merchants all show up with the same icons.
So warships won't be blue any more? Why not? Sonar can distinguish between warships and merchants, so why not keep the warships blue?
Also, what's up with my sonar guy anyway? He no longer reports sound contacts. I've been playing the training school torpedo attack to learn how to use the manaul targeting. I ask my sonar man to track the nearest warship contact and he tells me there isn't one -- but I'm looking at it.
If I work the hydrophones manually, I can find it. But the lazy oaf doesn't look for it. Do I need to "start" the hydrophones now?
Great work, BTW.
Oh, yeah, a friend (that's the ticket, a friend) wants the orange cross back in the free camera view. Guy's a wuss. How to you enable the arrow?
Chris P.
ReallyDedPoet
07-23-07, 08:19 AM
Oh, yeah, a friend (that's the ticket, a friend) wants the orange cross back in the free camera view. Guy's a wuss. How to you enable the arrow?
Chris P.
While in port ( de-activte Trigger ), go into the data\misc folder in Trigger, not your SH4 data\mis., you will see a u-mark .tga, delete this. This will give you back the arrow marker when you reactivate Trigger.
Also, there is a mod here somewhere to make the arrow marker smaller. This is another option.
Edit: An easier way if someone has the arrow marker ( I am sure I saw this as a mod) , would be to just put this in JSGME ( make sure it is JSGME compatible ) and activate over Trigger, again do this while in port.
RDP
dean_acheson
07-23-07, 08:40 AM
[quote=Ducimus]
http://www.ducimus.net/sh4/tmaru13b_preview_04.jpg
[quote]
how did you get this shot? I can't f2 outside the control room.
OH shoot, while I'm at it....
How 'bout making F the "Plot Course" key and T the "Depth under Hull" key? Those two keys are currently free (I know, because that's where I put them!), and those two keys come in handy!
Also, the "W" key has two connections, one of which (CMD 331?) shuts the torp doors. This need to be remmed out. I think this is making the doors appear to be opning slowly -- when you cycle the forward tubes with "W", it also closes the doors.
Also, "B" seems to have two definitions as well -- Battle stations and Binoculars.
Chris P.
FooFighters
07-23-07, 11:45 AM
Hey Ducimus,
You probably already saw the new increditible ocean mod.
Does it do much harm if I use his scene.dat instead of the TM1.3a version ?
Or can you maybe release a special scene.dat file ?
Thanks,
Foo
ReallyDedPoet
07-23-07, 12:34 PM
Hey Ducimus,
You probably already saw the new increditible ocean mod.
Does it do much harm if I use his scene.dat instead of the TM1.3a version ?
Or can you maybe release a special scene.dat file ?
Thanks,
Foo
/DATA/SCENE.DAT
----------------
- probex's 9KM vis mod
- changed Waves state 4 LargeWavesCoef from 1 to 0
/DATA/CFG/SENSORS.CFG
(as defined by Probex's 9KM vis mod)
------------------------
Visual->RangeFactor from 0.5 to 0.3
Visual->FogFactor from 1 to 0.95
Visual->LightFactor from 0.8 to 0.6
Visual->WavesFactor from 0.8 to 0.6
From his read me, so it may have some effect.
RDP
FooFighters
07-23-07, 01:16 PM
Thanks..
For now I used the original sensors.dat and the scene.dat from the Ocean mod in TM1.3a. Further I copied the dds files in the misc map of TM1.3a.
Seems to work oke.. I think I only lost the 9km mod now.
Ducimus
07-23-07, 02:00 PM
You can use his scene.dat, but your max visual distance will be restricted to about 6KM (instead of 9KM), and your watch crew might be spotting flyspecs on the horizon that you cannot sea.
Now im assuming everyone saw the screenshots i posted
http://www.subsim.com/radioroom/showpost.php?p=601757&postcount=12
http://www.subsim.com/radioroom/showpost.php?p=601785&postcount=15
Tmaru 1.4 is in the works. I have a couple ppl looking over it to make sure i dont have any heinious errors to infllict upon you all.
Ducimus
07-23-07, 02:02 PM
http://www.ducimus.net/sh4/tmaru13b_preview_04.jpg
how did you get this shot? I can't f2 outside the control room.
I changed the cameras.dat, and the goback functions.
Goback to previous view pressed once, will give you the camera in the forward part of the conning tower, facing the periscope eyepiece. Of this view, i changed it so you can look 180 degrees in any direction (as opposed to 30 degrees) Pressing gobackto previous view again will set you back to the normal view in the conning tower.
FooFighters
07-23-07, 02:22 PM
You can use his scene.dat, but your max visual distance will be restricted to about 6KM (instead of 9KM), and your watch crew might be spotting flyspecs on the horizon that you cannot sea.
Now im assuming everyone saw the screenshots i posted
http://www.subsim.com/radioroom/showpost.php?p=601757&postcount=12
http://www.subsim.com/radioroom/showpost.php?p=601785&postcount=15
Tmaru 1.4 is in the works. I have a couple ppl looking over it to make sure i dont have any heinious errors to infllict upon you all.
Fantastic mate.. I will wait patiently for 1.4
Canonicus
07-23-07, 10:49 PM
Thanks for the heads-up on posting in the wrong topic...my error.
Anyway...my question is...Since you will no doubt be adding OakGroove's Sub Instruments mod to you upcoming Graphics Pack, will you be updating the order bars and icons to include the Weather report, Range to end, Time to end...and distance to end?
Cheers!
Ducimus
07-23-07, 11:50 PM
Buttons and the functionality behind them are there, i just havent added the icons yet.
Palidian
07-24-07, 02:35 AM
Y guns are also an US weapon.
The US was more advanced in ASW.
The only way a Japanese DD could use depth charges was rolling them out the back.
>>See about sticking a few more K guns on DD's.<<
K-guns are a USA weapon.
Ok, Y-Guns then. And even if those are US weapons, i can't really say i care. If the node on the model is there and supports it, i'm liable to use it. Now will i put 3 or 4 Y or K guns on a Jap DD? Probably not, but 1 or 2 would be nice.
Ducimus
07-24-07, 02:37 AM
Y guns are also an US weapon.
The US was more advanced in ASW.
The only way a Japanese DD could use depth charges was rolling them out the back.
>>See about sticking a few more K guns on DD's.<<
K-guns are a USA weapon.
Ok, Y-Guns then. And even if those are US weapons, i can't really say i care. If the node on the model is there and supports it, i'm liable to use it. Now will i put 3 or 4 Y or K guns on a Jap DD? Probably not, but 1 or 2 would be nice.
Well, start modding em out of your game then. Im not changing em in mine. And according to this site your wrong:
http://www.navweaps.com/Weapons/WAMJAP_ASW.htm
edit: I can see where this is going. If you want to argue, what was historically correct to the minute detail, I'd like to point you to the OTHER mod package sticked in this forum called "Real Fleet Boat". I think you'll be much happier using RFB, as historically correct to the smallest detail is how the author defines his work. So i think you'll find RFB much more agreeable to you.
Deepbluewolf
07-24-07, 05:17 AM
Hi ducimus,
Ive seen and read some of the comments and pics, you made on the TM 1.4
it apears to me that you could perhaps divide it into 2 versions.
TM 1.4
TM 1.4 Extreme
As to the why i mention this, is related that what I have seen really apeals to me, but then again being a Zoomie I live in a tridimensional world and i have no problem navigating and keeping track of targets that only apear for a brief moment. I sort of create a mental image very much the way aerial controllers do.
Problem is that most people WILL not be able to enjoy such a demanding environment, for they either lack the skills or know how.
So to them a tail on the ship mark to show direction, and even the ship ident itself will be crutial for some sort of enjoyable game play.
ME...im all for the extreme:up:
BUT...hey...you know me;)
Its looking good. im Impressed. and im glad you actualy took heed of my words and did not give in to the popular demand to rush it out.
Already got a couple of cases of beer...and im patiently waiting:damn: :damn: :damn:
PS. how much longer?????!!!! get it done you hear:stare: :lol: ;)
TDK1044
07-24-07, 06:39 AM
Tails on ships? The game gives you the compass heading of the convoy. What more do you need? As for all the contacts being gray...I like that. You should always visually identify a target anyway. TM 1.4 plus the instruments mod and the ocean waves mod makes this a very exciting prospect.
What a sim this turns out to be he?:yep:
Palidian
07-24-07, 07:24 AM
Well that is the first source that I have found that claims that the Japanese has a DC thrower.
The mod, real fleet boat, and actual reality are not synonymous.
If you do not want to discuss the issues with your mod, why do you bother posting?
Y guns are also an US weapon.
The US was more advanced in ASW.
The only way a Japanese DD could use depth charges was rolling them out the back.
>>See about sticking a few more K guns on DD's.<<
K-guns are a USA weapon.
Ok, Y-Guns then. And even if those are US weapons, i can't really say i care. If the node on the model is there and supports it, i'm liable to use it. Now will i put 3 or 4 Y or K guns on a Jap DD? Probably not, but 1 or 2 would be nice.
Well, start modding em out of your game then. Im not changing em in mine. And according to this site your wrong:
http://www.navweaps.com/Weapons/WAMJAP_ASW.htm
edit: I can see where this is going. If you want to argue, what was historically correct to the minute detail, I'd like to point you to the OTHER mod package sticked in this forum called "Real Fleet Boat". I think you'll be much happier using RFB, as historically correct to the smallest detail is how the author defines his work. So i think you'll find RFB much more agreeable to you.
Tails on ships? The game gives you the compass heading of the convoy. What more do you need? As for all the contacts being gray...I like that. You should always visually identify a target anyway. TM 1.4 plus the instruments mod and the ocean waves mod makes this a very exciting prospect.
Myself, I don't mind the contacts being gray, but I'd druther the conact lines for warships remain blue. Makes evasion easier. I mean, your sound man can tell the difference, so why not display it on the map. The bearing lines aren't "real" anyway -- they're a game thing.
Just my humble opinion. I'll play TM no matter what!
Chris P.
The tails aren't quite as important with zig-zagging since tany contact report is the instantaneous heading not the base course.
I considered working out possible contact report timings so that the ship would always be on a base heading when a contact report happened, but that turned out to be a nightmare given I like alternate paths for many.
I have some other ideas, however.
tater
Well that is the first source that I have found that claims that the Japanese has a DC thrower.
The mod, real fleet boat, and actual reality are not synonymous.
If you do not want to discuss the issues with your mod, why do you bother posting?
http://www.combinedfleet.com/asashi_n.htm
Though initially inadequately armed against submarines and aircraft, the ASASHIO class was later fitted with four depth charge throwers to help counter the former (36 depth charges then being carried) and from fourteen to twenty-eight 25 mm. machine guns for use against the latter.
http://www.combinedfleet.com/kagero_n.htm
As in many other classes, depth charge stowage was increased to 36 and four throwers were added.
http://www.combinedfleet.com/akizuk_n.htm
Armament: ; 6 depth charge
throwers; 72 depth charges
A couple seconds at combinedfleet.com
tater
Palidian
07-24-07, 09:03 AM
Well ok, when were they refitted with these weapons?
I found this, apparently the only ship that was launched with DC throwers, was
http://www.avalanchepress.com/Shimakaze.php It only carried 18 DCs however.
I am inclined to believe that these weapons were non existent at the start of the war, and rare towards the end, as you found only 3 classes that had throwers.
Well that is the first source that I have found that claims that the Japanese has a DC thrower.
The mod, real fleet boat, and actual reality are not synonymous.
If you do not want to discuss the issues with your mod, why do you bother posting?
http://www.combinedfleet.com/asashi_n.htm
Though initially inadequately armed against submarines and aircraft, the ASASHIO class was later fitted with four depth charge throwers to help counter the former (36 depth charges then being carried) and from fourteen to twenty-eight 25 mm. machine guns for use against the latter.
http://www.combinedfleet.com/kagero_n.htm
As in many other classes, depth charge stowage was increased to 36 and four throwers were added.
http://www.combinedfleet.com/akizuk_n.htm
Armament: ; 6 depth charge
throwers; 72 depth charges
A couple seconds at combinedfleet.com
tater
They became standard in refits, more likely.
The IJN DDs were almost identical in many classes. Kagero (the largest class) was an improved asashio, and so forth, they were evolutionary improvements on the nearly identical DD that came before them. The fact that combined fleet only has detailed information on some of the DDs explains limited data here.
People often mistake problems in ASW doctrine with the ASW capability of individual platforms. The IJN had capable platforms, even if their doctrine for their strategic use was poor.
tater
http://www.combinedfleet.com/CH-13_c.htm
subchasers from 1940 had throwers. In 1943 Kaiboukans got 6xthrowers.
Here is a 3d of their Y thrower:
http://www.ijn.dreamhost.com/Anti-submarine/Anti-submarine%20-%20type%2094%20depth%20charge%20thrower%20a.htm
http://www.ijn.dreamhost.com/Anti-submarine/Images%20-%20Anti-submarine/Type%2094%20Y-gun%20with%20rack01.gif
When it's mentioned at all, it looks like 1943 was a big year for ASW refits. So I'd tend to think that starting in 43 you'd see Y racks added to escorts. Have to look at the eqp files and see (course I have found the eqps suggest stuff the ships can't actually carry :/
tater
chopped50ford
07-24-07, 05:40 PM
I know this is a "change".
- No more empty planesman positions. Didn't you think it odd that only one planesman was at station all the time unless battlestaions was sounded?
but I am still getting only one planesman on station. Bug maybe?
USS Spearfish
WernerSobe
07-24-07, 06:06 PM
to be honest i havent read all of it.
Just one think that i dont like about tm and would like to point out and maybe i have a solution.
Well i dont want to be offensive but the tm radar is quite unrealistic. Historicaly SJ was capable to catch just planes and SD just ships (you couldnt see planes on PPI) and SD was available from august 42 ( not from the start ). Im not sure maybe its your way to get around the radar contact spam nearby friendly bases and the inability to turn SD off decimus?
I fix it for myself by just removing the men from the conning tower when i get spammed to much. When the radar is not manned there is no contact reports. That gives me the ability to pass nearby ports without being dropped out of time compression. One shouldnt forget to put them back of course.
When crews efficitivity dropps to 0 they also dont report contacts so maybe thats an idea...
Ducimus
07-24-07, 06:09 PM
WernerSobe, a bit behind the times? :88)
yes my radar "fix" was unrealistic, it was a workaround to an annoying problem, and i havent touched the radar since patch 1.3, with no intention too. Its working as intended with no "fixes" or workarounds required.
edit: Ahh i see your point of contention, i have out of date info on my orginal post. Ill change it when i get home from work.
TDK1044
07-24-07, 06:59 PM
TM 1.4 is truly outstanding! Many thanks. :D
Ducimus
07-24-07, 07:03 PM
Just a big FYI, a part on the first post says this:
workaround for radar plane detection has been introduced. SD radar has been alterd so it longer detect anything, (although you can still equip it), SJ radar now detects both planes and ships and is available at the start of the war.
This is incorrect, it is old info that i forgot to remove, it does not reflect radar in TMaru 1.4. Radar is untouched by TMaru in any way, shape or form since patch 1.3.
simonb1612
07-24-07, 07:58 PM
How do I unpack the files? This is my first mode download, I have downloaded JSGME, but i do not recognise the file format.
Many thanks
WernerSobe
07-24-07, 08:40 PM
Just a big FYI, a part on the first post says this:
workaround for radar plane detection has been introduced. SD radar has been alterd so it longer detect anything, (although you can still equip it), SJ radar now detects both planes and ships and is available at the start of the war.
This is incorrect, it is old info that i forgot to remove, it does not reflect radar in TMaru 1.4. Radar is untouched by TMaru in any way, shape or form since patch 1.3.
thanks for info
Hallo be in a tight spot from mode Trigger_Maru_1 4 malfunction radars. Played am school firing torpedo, strain am on radar start him and radar only blink and nothing it is possible it somehow repair thanks.
Ducimus
07-24-07, 11:03 PM
Radar does not always work in submarine school. Works fine everywhere else. Don't ask me, why, thats just how it behaves.
Ducimus
07-25-07, 12:46 AM
Weee, ok finally cleaned up the original post a little bit more.
First up, salute to you Ducimus, fantastic mod. My problem is when I am on the initial load screen it stops and an error code pops up in the background that says something like "gun 4 dds missing" and "tbt_1024 tga missing" I can alt tab out and click ok and it proceeds as normal, is this only me? I haven't altered anything in the stock game, just the mods thru JSGME. Also a couple of CTD's in v1.4 (ran 1.3 et al no problems at all) during an early S-Boat campaign outta Manila. Any thoughts much appreciated! :up:
Ducimus
07-25-07, 01:19 AM
First up, salute to you Ducimus, fantastic mod. My problem is when I am on the initial load screen it stops and an error code pops up in the background that says something like "gun 4 dds missing" and "tbt_1024 tga missing" I can alt tab out and click ok and it proceeds as normal, is this only me? I haven't altered anything in the stock game, just the mods thru JSGME. Also a couple of CTD's in v1.4 (ran 1.3 et al no problems at all) during an early S-Boat campaign outta Manila. Any thoughts much appreciated! :up:
Sounds like youve been running a mod that alters guns, and another that alters graphics, and had something funky going on when disabeling mods. This is acutally a mistake ive made once or twice, but i can't tell you how to reproduce said mistake. Suffice to say, you probably removed a mod before you disabeled it or somethign like that. If you tell JSGME to restore a file that isnt there, it will do just that... or something like that. You'll have to excuse me its late.
My suggestioned would be to recheck your mod directory, make sure you dont have those files residing in the /mod/backup directory somewhere. If not, try and find the mod that had those files in it, and just drop them in place in the main SH3 data files if those files are genuinly missing. Its either that, or reinstall SH4.
CaptainKobuk
07-25-07, 01:44 AM
The MOD set i'm using is not too bad. It took a lot of fiddling to perfect it so i'll wait and see the results of TM 1.4 before swapping MODS. Your enemy AI is always the main attraction and it's packed well with this version and looking great.
One of the MODS i've installed already has Jap detroyers using side-throwing racks for tossing cans. Scared the heck out of me as i was doing my usual tricks to throw off the DD's at high speed and nail them broadside as they swing around for another pass.
Overall i liked the sound of your ideas. It should be scarry as heck to duel with DD's.
I think elite DD crews is enough of a boost. With the side-throwers that's a plenty dangerous combo. I prefer Jap detection ability to offer some natural amount of imperfections. The ability to sneak around is what's fun about the game. I think even a SeaKing helicopter today has to make a slight guess as to where to drop a can on a target. It's all a balancing act to MOD this aspect of the game.
The best tack to take is always to simulate what really happened in WWII and at the various stages of technology in the war. By 1944 the Allies over in the Atlantic pretty well could clean up on any German U-boats if they got a good ping on them. I don't know what the Japs had by then. But they've always been good at building electronic gadgets.
CaptainCox
07-25-07, 02:00 AM
CRAP! just realized that 1.4 is up! cheers man...and I wish it was Friday :p :up:
Delusory
07-25-07, 03:14 AM
Have been waitting for this realese, now I can go and sink some ships :D
Thx Ducimus for this mod, I really like your work :up:
Downloading, thanks Ducimus:up:
ryanwigginton
07-25-07, 04:34 AM
Great work. Thanks Decimus. :up:
sneekyzeke
07-25-07, 05:31 AM
:o OMG, Thank You!:D
ReallyDedPoet
07-25-07, 07:56 AM
Excellent, like the additional stuff you have added:up::up:
RDP
Horst Mikaelis
07-25-07, 09:09 AM
Beautiful!!!!!!
One small point: would it be possible to add an "attack map" icon to the "attack periscope" set? Or is that set already at its max?
I am much impresssed, and appreciative.
Thanks!
Horst
AirborneTD
07-25-07, 09:24 AM
Horst, excellent point. I would love to be able to go to the attack map from the scope. Great MOD!!!
sneekyzeke
07-25-07, 10:09 AM
Hey, folks, you're probably all pretty busy working or playing this mod, but I have a quick question. Right before I updated to TM 1.4 I had surface and air radar from day one. How do I restore this to where I start a campaign with both radars, even from dec 8 1941? Thanx in advance, Zeke
Axlwolf
07-25-07, 11:35 AM
My preferred mod...updated :D
Mmmm... i need to know...has the "Too long battery recharge" bug of the S-class fixed in this update?I've read the readme,but i can't find any info
Thanks :)
Ducimus
07-25-07, 11:57 AM
Horst, excellent point. I would love to be able to go to the attack map from the scope. Great MOD!!!
F3 and F6
My preferred mod...updated :D
Mmmm... i need to know...has the "Too long battery recharge" bug of the S-class fixed in this update?I've read the readme,but i can't find any info
Thanks :)
I looked at it, but couldnt make any headway on it. Its on a back burner and not part of 1.4
Axlwolf
07-25-07, 01:49 PM
:damn:
I love the old s-class...
I hope it will be fixed soon...
Anyway...really GREAT work!
:up:
chopped50ford
07-25-07, 04:48 PM
do the destroyers in Tmaru come with the side throwing depth charges mod? I see it was mentioned before, but cant quite differentiate if they are added or not.
Is there a separate mod? if so, anyone got a link?
thanks
switch.dota
07-25-07, 04:50 PM
Depending on DD type, they will have either aft-launching or side launching DC racks.
chopped50ford
07-25-07, 05:04 PM
One more question: I read in your description of the mod that it has slower sinking ships...is this the "realistic sinking" mod that WernerSobe put together?
I am currently using this mod on Tmaru 1.3a and like it...will it conflict anything in Tmaru 1.4 if I need to add it back?
Ducimus
07-25-07, 05:31 PM
do the destroyers in Tmaru come with the side throwing depth charges mod? I see it was mentioned before, but cant quite differentiate if they are added or not.
I left them alone for now. They are at stock settings. Depends on ship, and year of war if they have Y or K guns.
I read in your description of the mod that it has slower sinking ships...is this the "realistic sinking" mod that WernerSobe put together?
I increased the flooding time on various ship components by their stock flooding time, multplied by 3. The time to sink is much slower then stock, but it wont take hours to sink either. As an aside I think i called this "slightly more realistic" , not authoritvly "realistic", id never deliberatly make such a claim ;)
PULSEOX
07-26-07, 12:11 AM
I seem to have a problem getting the game to run with TM 1.4. It worked fine with 1.3 (it was my favorite mod). First after I dl'd it I deleted TM1.3 via JSGME and enabled TM 1.4
The game crashes on startup.
So I did a uninstall/reinstall-made sure I erased everything in my doc's, etc.
Patched to V1.3
Stock game runs well.
Enabled CBS radio mod-no problem.
Enabled TM 1.4-crash on startup.
Am I doing something wrong?
Ducimus
07-26-07, 12:35 AM
Try deleting the 0KM movie files from the mod. Thats been known to cause issues for some people. (their point is to disable the startup movies)
chopped50ford
07-26-07, 01:16 AM
is the "Ship Pack #2" Mod included in TM1.4? I tried to add the original mod, but it says the flags have already been modified by TM1.4.
__________________________________
see:
"Thumbs.db" has already been altered by the "MAP_TABLE_MOD_1,3" mod.
"CovFlagAmerican.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagAustralian.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagBrasil.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagBritish.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagCanadian.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagFrance.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagFreeFrench.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagGerman.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagGreece.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagIndia.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagItalian.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagJapan.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagMerchants.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagNetherlands.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagNewZealand.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagNorway.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagPoland.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagRomania.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagRussia.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagSouthAfrica.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
"CovFlagSweden.dds" has already been altered by the "REL_Trigger_Maru_GFX_PAK_1" mod.
Marko_Ramius
07-26-07, 01:21 AM
Hi Ducimus,
What the file called :"NoiseStatic.dds" for ?
JsGME say it is used by "Krillers terrain and harbour apgrade" that i use, and like it.
Can i delete it from TMgfx with no issue ?
Ducimus
07-26-07, 02:06 AM
is the "Ship Pack #2" Mod included in TM1.4? I tried to add the original mod, but it says the flags have already been modified by TM1.4.
That i beleive is part of the new Recongnition manual by Oakgroove in the GFX pak.
Hi Ducimus,
What the file called :"NoiseStatic.dds" for ?
JsGME say it is used by "Krillers terrain and harbour apgrade" that i use, and like it.
Can i delete it from TMgfx with no issue ?
That is part of Oakgrooves textures. You can probably delete the one file with no ill effects. After disabeling the mod , Try moving that file to the mods support directory first (as a backup), then renable. Should work fine.
chopped50ford
07-26-07, 02:17 AM
is the 1.4 mod running the same diesel soundpack as 1.3a?
The sound seems to be lower in decibles and I also cannot not hear the diesels while in the boat like before.
I did change from the USS Spearfish to USS Drum...would the (2) boats put off different engine sounds since the shape and modeling is different?
EDIT: i found that a different sound pack was used for diesel engines. I put the 1.3a sound pack in my sound folder so im good now. The sound from 1.3a just gives me a better warm fuzzy when the motor is bangin', especially at full speed.
Hi Ducimus,
Thanks a lot for your mod... he's beautiful!!! And he works fine!!!
I have just a little question: I was docked at Wake during December '41 and the base was taken by Japanese (normal) but I didn't see any TF... and I was still docked at an enemy base! So? Is it a bug from the stock SH4? Can a brilliant modder as you do something?
I will follow my career and enjoying your mod...
Regards
Lopo
Marko_Ramius
07-26-07, 03:46 AM
Thanks Ducimus for the tip, it seem to work without problem so far.
One of the big improvement of the mod is, for me, the map contact update change you made :up: It was hard for me to play without it, while it gived too much info. Good work !
thehiredgun
07-26-07, 04:17 AM
just installed this mod a few hours ago & wanted to ask a few questions ! Where is the Bungo Straights ? Ive not found them on the map ! I remember them from the movie ! Also i wanted to know if i have this installed correctly. In a picture of this mod it shows the eye piece from the periscope being assessable in the sonar station ! All i see in my set up is the two shafts of both scopes! Does this mod truly do the the fuel conservation at 2/3 rds speed ? Ive had "before this mod" instantances of arriving at midway running on fumes and/or battererys & this running mostly on 1/3 speed when on top charging batterys and mostly under water the majority of the trip !How do you know if you have the correct perescope on not as i see no difference the the standard issue scope even though i downloaded the perescope mod that was said to be necessary for this mod !
just installed this mod a few hours ago & wanted to ask a few questions ! Where is the Bungo Straights ? Ive not found them on the map ! I remember them from the movie ! Also i wanted to know if i have this installed correctly. In a picture of this mod it shows the eye piece from the periscope being assessable in the sonar station ! All i see in my set up is the two shafts of both scopes! Does this mod truly do the the fuel conservation at 2/3 rds speed ? Ive had "before this mod" instantances of arriving at midway running on fumes and/or battererys & this running mostly on 1/3 speed when on top charging batterys and mostly under water the majority of the trip !How do you know if you have the correct perescope on not as i see no difference the the standard issue scope even though i downloaded the perescope mod that was said to be necessary for this mod !
1. Bungo Suido - should be the straights between Kyushu and Shikoku
2. Periscope - if you installed Anvart's brilliant periscope mod on top of TM 1.4 you should be able to see the eye-piece of the attack periscope when you fully raise it in the conning tower. Same for the observation periscope when in the "Zentralle". Anvart's mod has to be installed on top of TM 1.4 in order for the periscope animations to work, though.
3. Fuel conservation - 2/3 speed setting in TM 1.4 definitely works as the fuel efficient one. No probs getting to and going back from Honshu from Pearl, especially if you refuel at Midway. Plenty of fuel left for patrolling, too.
Could somebody do to after hit torpedo on ship has burnt oil.So to NAV MAP was submarine always in the middle of map
thehiredgun
07-26-07, 06:54 AM
I, at separate times,lifted up both scopes & seen that the eye piece of both scopes are indeed visable from the sonar station. Hopefully that verifys i have Advarts Scope correctly installed ?
ReallyDedPoet
07-26-07, 06:56 AM
I, at separate times,lifted up both scopes & seen that the eye piece of both scopes are indeed visable from the sonar station. Hopefully that verifys i have Advarts Scope correctly installed ?
Do you mean that you can physically see them raising, if that is whatis happening, yes it is working for you. I tried this out last night, looked great.
RDP
thehiredgun
07-26-07, 06:58 AM
Thanks to all who helped
thehiredgun
07-26-07, 07:09 AM
I forgot to mention that i do not have the F1 help screens such as "sub test depths" &
"speed/range charts "as shown in the info for this mod!
I forgot to mention that i do not have the F1 help screens such as "sub test depths" &
"speed/range charts "as shown in the info for this mod!
Indeed you have Anvart's mod installed correctly. You may have a problem with the TM 1.4 install: are you sure you installed correctly both TM packs (regular and GFX) via JGSME, do you have the correct folder structure in your MODS folder (Mod_name/Data/...)? If TM is enabled correctly, you should get the information you lack displayed when pressing F1.
thehiredgun
07-26-07, 07:53 AM
Well you have told me what my problem is !I didn't install both parts of this mod & was unaware that you had to install both parts. I had thought that it was a either or proproposition ! Tell me ,what does the other part of this mod offer besides the F1 help menu's ?
Thanks for all your work on the mods. I really appreciate it. So what follows is just my humble opinion.
I don't like the contact map dots at close range. They're really ugly (IMHO). They're ot round, and have white stuff in them (my son thinks they look like amoebas). Any easy way to get the silhouettes back? I used them to verify my AOB estimate (I know it's cheating, but real submariners aren't limited by screen resolutions ;-)
I went back to 1.3a after playing 1.4 a while.
Again, I don't want to sound ungrateful, but that's my opinion.
Chris P.
Well, yeah, that's just, like, you're opinion, man!
--- The Dude
ReallyDedPoet
07-26-07, 07:59 AM
I don't like the contact map dots at close range. They're really ugly (IMHO). They're ot round, and have white stuff in them (my son thinks they look like amoebas). Any easy way to get the silhouettes back?
I am sure Ducimus can offer you something on this, it has to do with the Map Contacts mod I am sure. Should be able to bring back the original fairly easily.
RDP
Well you have told me what my problem is !I didn't install both parts of this mod & was unaware that you had to install both parts. I had thought that it was a either or proproposition ! Tell me ,what does the other part of this mod offer besides the F1 help menu's ?
Eye and ear candy. Helps a lot with immersion. Install it and I'm pretty sure you won't be sorry.
thehiredgun
07-26-07, 09:05 AM
Well i installed both parts this time & immediately looking at the map i could see the differences ! Since you now start off west of Midway, are you still returning to Pearl Harbor ? Never having had the possibility to get a .50 Caliber Machine gun, is it better or worse then the twin .40's ? Appreciate everyones help !
Take the 20mm's dude, the .50's are just for scaring the seagulls..... :rotfl:
Delusory
07-26-07, 10:08 AM
well I don't understand only one thing: The maximum range at curent speed estimation. When traveling at 2 knots it says ~500KM, but when traveling at 10knots it says ~15000KM. :hmm:
So it's better to travel at flank speed :lol:
But heck, i love this mod
well I don't understand only one thing: The maximum range at curent speed estimation. When traveling at 2 knots it says ~500KM, but when traveling at 10knots it says ~15000KM. :hmm:
So it's better to travel at flank speed :lol:
But heck, i love this mod
Try starting your car with a full tank. Don't drive it, just let it stand there and let the engine run. After a while you'll find the car is out of gas. You have travelled nowhere.
start again, full tank, drive 10 mph. When the tank is empty you'll have driven an X amount of miles.
Start again, full tank, drive 50 mph. Now when the tank is empty you'll have more miles than in the 10 mph setup.
Start again, full tank, drive 150 mph. With tank empty you'll not have the mileage as when driving 50 mph.
The fleet boats engines were tuned for the best mileage/gallon at 10 knots. So when you go faster, or slower your mileage will decrease.
Ducimus
07-26-07, 11:43 AM
is the 1.4 mod running the same diesel soundpack as 1.3a?
No its not its using a different diesal engine sounds, and from the responses so far, i guess i should have left the old ones in.
If anyone uploads said sounds (i didnt archieve them, so dont have them anymore, :oops: ), id be grateful.
!I didn't install both parts of this mod & was unaware that you had to install both parts. I had thought that it was a either or proproposition ! Tell me ,what does the other part of this mod offer besides the F1 help menu's ?
Tmaru was split into two parts. The first part is the core mod with the data files. The second part is primarly graphics and sounds that are part of the modpack, but seperated to ease future d/l requirements if/when Tmaru is updated again.
In otherwords, i seperated them so later on, all you had to D/L was a 14 MB file instead of a 57 MB file since graphics and sounds don't change very often.
I don't like the contact map dots at close range. They're really ugly (IMHO). They're ot round, and have white stuff in them (my son thinks they look like amoebas). Any easy way to get the silhouettes back?
I am sure Ducimus can offer you something on this, it has to do with the Map Contacts mod I am sure. Should be able to bring back the original fairly easily.
RDP
delete from the mod after disabeling it
data/menu/gui/contline.dds
data/menu/gui/Dashline.dds
This will bring back everything but the ship sillouttes. The silloutes themselves are rendered in such a way as they might appear on the map had a crewman marked them in pencil, but since thats the point of contention then you'll have to go to
data/sea/*.*
and delete every *.DDS file located in every one of those subdirectories.
Take the 20mm's dude, the .50's are just for scaring the seagulls..... :rotfl:
yes, don't take the 50 cal over the 20 mm . The browning .50 cal is a NOVELTY ITEM. Theres a reason why you couldnt orginally access the gun. Its a leftover item that ubi started development on, but never finished. Somebody discovered how to renable it awhile ago, so i left it in as a toy. Ive seriously contemplated removing it to avoid confusion.
He Ducimus, Subman 1 did some work on the diesel sounds, couple of weeks ago. They really sound good. I'll mail 'm if you want them.:up:
Here's the thread:
http://www.subsim.com/radioroom/showthread.php?t=118498
ReallyDedPoet
07-26-07, 12:08 PM
This will bring back everything but the ship sillouttes. The silloutes themselves are rendered in such a way as they might appear on the map had a crewman marked them in pencil, but since thats the point of contention then you'll have to go to
data/sea/*.*
and delete every *.DDS file located in every one of those subdirectories.
Couldn't you just delete that whole folder itself, that .DDS is all that is in the subdirectory.
RDP
This will bring back everything but the ship sillouttes. The silloutes themselves are rendered in such a way as they might appear on the map had a crewman marked them in pencil, but since thats the point of contention then you'll have to go to
data/sea/*.*
and delete every *.DDS file located in every one of those subdirectories.
Couldn't you just delete that whole folder itself, that .DDS is all that is in the subdirectory.
RDP
No, some folders do have other files in them -- like cfg files.
But thanks, Duci! Thanks muchly.
ReallyDedPoet
07-26-07, 12:21 PM
This will bring back everything but the ship sillouttes. The silloutes themselves are rendered in such a way as they might appear on the map had a crewman marked them in pencil, but since thats the point of contention then you'll have to go to
data/sea/*.*
and delete every *.DDS file located in every one of those subdirectories.
Couldn't you just delete that whole folder itself, that .DDS is all that is in the subdirectory.
RDP
No, some folders do have other files in them -- like cfg files.
But thanks, Duci! Thanks muchly.
Yes I understand that, I am referring more to the Trigger ones, they seem to just have the .DDS file in them.
Edit: actually just noticed a few .cfg files, thank's chrisp
RDP
Ducimus
07-26-07, 12:21 PM
Don't forget to lower the realism settings in the gameplaysettings.cfg ya big cheats! :rotfl:
edit:
and if you delete the entire sea directory, the game could potentially crash, as the campaign files will be calling on units which no longer exist after deleting the sea directory.
ReallyDedPoet
07-26-07, 12:33 PM
Don't forget to lower the realism settings in the gameplaysettings.cfg ya big cheats! :rotfl:
Who me cheat..... :yep:
I like to have the option at least :arrgh!:
RDP
Ducimus
07-26-07, 12:35 PM
Well its not like im going to keep what i did a big secret, im always free with mod info, you know that. do what you like, its YOUR game, i just can't resist giving a little friendly poke in the ribs :88)
ReallyDedPoet
07-26-07, 12:42 PM
Well its not like im going to keep what i did a big secret, im always free with mod info, you know that. do what you like, its YOUR game, i just can't resist giving a little friendly poke in the ribs :88)
I am currently on patrol with the 1.4 changes, but was curious on what was changed to get the map look. Played NYGM for a bit, it had something similar.
Choice is a good thing.
RDP
delete from the mod after disabeling it
data/menu/gui/contline.dds
data/menu/gui/Dashline.dds
This will bring back everything but the ship sillouttes. The silloutes themselves are rendered in such a way as they might appear on the map had a crewman marked them in pencil, but since thats the point of contention then you'll have to go to
data/sea/*.*
and delete every *.DDS file located in every one of those subdirectories.
Does that include the _sil.dds in the graphics mod?
Ducimus
07-26-07, 02:19 PM
Does that include the _sil.dds in the graphics mod?
No, thats different. That i beleive is the recognition manual. Graphcs pack is totally not involved in the map contacts mod.
I'm having torpedo troubles, they just pass though the ships...?
moselgott
07-26-07, 06:06 PM
Hi all !
I´ve become aware of a small bug, not really worth being called a bug, rather a small optical matter. As you can see, the german commerce raider sails under the greek flag. This problem only appears only with this special ship, others have the correct one.
http://img442.imageshack.us/img442/5492/wrongflagwp2.jpg
http://img512.imageshack.us/img512/2725/correctflagia7.jpg
No big deal, hardly anyone cares for german ships in SH IV, I just thought you should know about that...
greetz moselgott
That is a wierd issue. The greek flag is actually there in the unit's skin file. I changed it there, but it still shows up as the greek one. Wierd.
Some of those ships (at least 1) went to the PTO, actually, and it would also be a decent stand in for some japanese armed merchant cruisers.
tater
nimitstexan
07-26-07, 09:25 PM
Ducimus, what method/technique/file set did you use to make sinkings more realistic? Flooding only like Realistic Sinking Physics/NYGM, something more akin to Die Slowly, or some yet unpublicized third method?
Ducimus
07-26-07, 10:14 PM
All i did was take the flooding time, for various compartments in the zones.cfg, and multiplied it by 3 so they sink slower. Nothing too fancy and extravagent. Admittidly I did this ages ago as a quick fix for ships sinking too quickly, and is an area i need to revisit at some point.
CaptainKobuk
07-26-07, 11:06 PM
All i did was take the flooding time, for various compartments in the zones.cfg, and multiplied it by 3 so they sink slower. Nothing too fancy and extravagent. Admittidly I did this ages ago as a quick fix for ships sinking too quickly, and is an area i need to revisit at some point.
That helps some. TM 1.4 is a very tough cookie. I took a bite out of it and promptly got sunk because i attacked 3 Fubuki DD's that were cruising alone together in a triangle formation from a perspective to try for all three. That put me just too close and with the two dud fish (failed detonation) it was a jinxed attack besides.
A whole new game. I have to admit that the previous gameplay of my previous MOD set was really just to easy.
Japs start the war now perhaps about equal the where the Allies were in sub detection vs Germany in 44/45. For example. I was over three km away and silent after sinking one of three Fubuki DD's as described above and the other two spotted my periscope apparently and even at 360 feet in a Sargo i was sunk for staying still and silent in one place.
Solution: stay silent, fire away at a distance and immedietely sink deep, kick in the engines 1/3 and put some critical distance between yourself and where you expect to hit your target. There's no more way to just sit tight and quiet anywhere close to a couple of searching DDs.
I'm happy with the incredible difficulty since it puts the rewards earned on a much higher level now. Eliminating DD's is still possible though by skirting cargo ships as cover. If the Convoy is slow moving enough.:|\\
Ducimus
07-27-07, 01:21 AM
Sitting still in one place is the worst possible thing you could do. ;)
Canonicus
07-27-07, 08:06 AM
Ducimus...
I was wondering if you could help me with something.
In all of your FTT &TM mods you removed the 3D crewman from the hydraulic manifold (X-mas tree) position and moved him to the un-occupied planesman position.
Would it be possible to add back the 3D crewman stationed at the x-mas tree, in addition to having the 3D crewman at the diving planes?
Is it just a matter of making adjustments in each of the Submarine UPC files?
Thanks for any help.
Cheers!
Ducimus
07-27-07, 09:19 AM
Ducimus...
I was wondering if you could help me with something.
In all of your FTT &TM mods you removed the 3D crewman from the hydraulic manifold (X-mas tree) position and moved him to the un-occupied planesman position.
Would it be possible to add back the 3D crewman stationed at the x-mas tree, in addition to having the 3D crewman at the diving planes?
Is it just a matter of making adjustments in each of the Submarine UPC files?
Thanks for any help.
Cheers!
I thought about that, but i dont think its possible. If you look at the crew management station youll notice theres only so many crew slots for any given watch.
JScones
07-27-07, 08:01 PM
Hi all !
I´ve become aware of a small bug, not really worth being called a bug, rather a small optical matter. As you can see, the german commerce raider sails under the greek flag. This problem only appears only with this special ship, others have the correct one.
http://img442.imageshack.us/img442/5492/wrongflagwp2.jpg
No big deal, hardly anyone cares for german ships in SH IV, I just thought you should know about that...
greetz moselgott
Isn't this intentional? Ie, to reflect that German raiders most often sailed flying other nationality flags?
CaptainKobuk
07-27-07, 08:20 PM
The big question of any major MOD like TM 1.4 is - is it even playable as a game. I've no doubt that everything except one major test has been perfectly past. That one test is are we capable of evading Destroyers after they detect us?
To successfully evade requires having some help from thermal layers, rough seas and often just plain luck, since we never know exactly how 2 or 3 Destroyers will circle us overhead. If the scanning ability of the Japs is too good and the natural help like a thermal layer to weak, then there is no way out of the trap and it's game over.
I've yet to test this MOD completely since porting it's AI to my MOD set. So far i really like the fear-factor (some choose the word "challenge"). In real war i doubt many men in subs attacked shipping anywhere that Destroyers could possibly kill them because they liked a challenge. It was war and they had a mission to complete.
Courage is born out of overcoming fear. Challenge is for tough sports.
I think if a skilled sub captain can evade any Destroyer encirclement in this MOD, except for where it could be suicide in shallow water if we are left without anymore torpedoes to fire, then the MOD has achieved perfect balance in the greatest game breaking aspect of the game.
There may be a requirement to turn-off duds in the gamesettings, if this MOD has reached beyond very far into making the Japs very much more skilled than they really were in WWII. Now we're in purely gameplay fun territory. I'm willing to go there by allowing my imagination to concieve of the scenario where both are plausible. Perfect scanners and perfect torpedoes.
To complete an entire campaign the game has to be playable long term with a very good strategy.
Ducimus
07-27-07, 09:20 PM
Don't worry, ive tuned down the AI in the yet to be published update. I think its a tad much too. I could deal with it, but i dont think everyone else can. The real problem is i dont have much time to acutally play, so i don't get the time i need to accurately gauge the adjusments i make. I make some adjustments, fire up the game, see how it peforms in a quick 5-10 min test, then i exit the game and get back to work, thats about it, its all i get.
CaptainKobuk
07-27-07, 09:49 PM
Hey no sweat. It's all for fun.
I've had to start a new campaign and so i'll just revert back to my already fairly tough one until your very tough MOD is adjusted again for long term gameplay.
Adjusted mainly to allow some more room to escape once being pounded by tin can would be where things could achieve closer to perfection for veteran players at least. Regular newbies will always have the option to drop your AI from the MOD if they can't deal with the upgraded Jap Navy.
I like the fear and the overcoming of the fear your MODS can eventually simulate with a possibility for a long tern campaign as well..
Ducimus
07-28-07, 12:07 AM
Updated front page with the following:
----------------------
NOTICE:
Currently the AI in TMaru1.4 is adjusted for the more advanced player in mind. If you find the AI too difficult:
First, delete /data/library/AI_sensor.dat from Tmaru before enabeling it.
If you still find the AI too diffcult then delete the /data/sim.cfg from Tmaru, this will return the game to stock AI settings. Alternately if you wish to understand the tweaks done to the AI read this Thread (http://www.subsim.com/radioroom/showthread.php?t=119272)
------------------
Now then, the AI, has already been retuned, im just holding off until i have more material for a more substantial update.
For Tmaru 1.5 i hope to have
- the latest and greatest from Tater's Campaign mod
- some map fixes by Jace11.
- "New construction" flotilla, with the idea of being a "plank owner" of a new Gato or Balao in Mare island. I want to construct a series of scripted missions for the "shake down", and then have the boat released for duty to pearl harbor. This mod is tenative, and ive only begun prelimnary work on it.
Currently Tmaru 1.5 change log is as follows:
// added java sea typo map correction by jace11
// changed name on some us aircraft
// added smaller rocks and plant mods by captain cox.
// raised max elevation on AI active sonar a couple more degrees.
- Type93_1A -> Max elevation from 108 to 106
- Type93_3A -> Max Elevation from 112 to 109
- Type93_5A -> Max Elevation from 120 to 112
//sim.cfg ->sonar->EnemySurfaceFactor from 150 back to 200
// increased hps on Fubuki destroyer from 200 to 400.
// increased hps on Shiratsuyu destroyer from 120 to 400
(all jap tin cans now have 400 hps)
//increased hps on the following subs from 320 to 420
porpoise, salmon, sargo, tambor
// Tambor, and gar now come with forward mounted deck gun by default.
//removed 50 cal machine gun. Novelty item, no real use, was causing confusion to some.
Right now im in crunch mode at work, and ill be working for the next two weeks straight without break, so my progress on my mod work here at home is going to be slowed.
ryanwigginton
07-28-07, 03:39 AM
How easy is it to remove the 9KM vis mod from TM? It just doesn't work for me, the ships appear too dark in contrast to the horizon. As it was (stock) the haze appeared a little more believable. Again this isn't a gripe. I'm just wondering if it's something I can take out myself. Thanks.
switch.dota
07-28-07, 04:16 AM
The thing I noticed is that it's almost impossible for me to see ships at max range. No matter what I do, even in crystal clear waters, using high periscope or TBT (one would think the 7x zoom would help), I can't visually see the contacts reported by the watch crew. Also at night my crew must have night vision because I almost never see ships that are next to me. :down:
ryanwigginton
07-28-07, 04:35 AM
Get your eyes checked sailor! :stare:
I admit sometimes they are amazingly faint, but if the watch can see it I can nearly always make out something, even if it's slightly darker haze above the horizon. I guess in that respect you could at least say the watch on deck are doing their job (until you TC and they get their heads down... ZZzzzz).
Ducimus
07-28-07, 10:38 AM
If you watch the very far horizion, what you'll see is the very top of the masts, with the ship "hull down", this is fairly realistic from what ive heard, been told. I'll try and come up with a screenshot. Besides, the alternative, is the watch crew being blind as a bat unable to see ships that are in plain sight to you.
edit: here you go:
http://www.ducimus.net/sh4/horizon_hulldown.jpg
That is a medium old split freight i placed in a single mission. If you look closely you can barely make out his masts, smokestack, and superstructure, the hull you can't see yet, and neither can the watch crew. Its on the Very edge of the horizion. If your spidey sense is tingeling, it's always a good idea to get on the bridge and scan the horizon yourself. I started a career game (which sadley isnt going to be compelted cause im too busy :( , and with no radar, i found a frighter such as this at night, watch crew didn't see it, but i saw this dark smudge on the horizion and dived for a sound contact.
doc1133
07-28-07, 07:16 PM
you really do a very good job for us all. just wanted to say thanks for everything mate.
love tm1.4.
must also add, your knowledge of pacific theatre ww2, is astounding.
looking forward to your future mods.
regards.
doc1133
sqk7744
07-28-07, 08:09 PM
@sqk7744
Best fuel conservation is acutally at 2/3rds, not 1/3rd. OR in other words, around 8 to 10 kts. If your traveling at 1/3rd your acutally wasting fuel. Use the navigator's function, max distance at current speed. Do this for 5 kts, 8kts and 9 and 10 kts. You'll see the difference.
Thanks DUCIMUS! Just gave it a try, very cool! ~tinkerings fun
*Speaking of Navigators, what would be killer would be a Sub stays in center feature on the NAV Map, making it a "moving map" or as a plan B, an F5 to center. (to quickly find your boat again when zooming and perusing the map)
TM is a Great Mod! Cheers :arrgh!:
Control + leftclick will do that
sqk7744
07-28-07, 08:20 PM
Control + leftclick will do that
GREAT, Thanks for the tip Bando! :up::up::up:
Been checking all corners of the nav map out thanks to Jace11's New Map labels mod.
Cheers,
:arrgh!:
Rockin Robbins
07-28-07, 10:12 PM
OK, I'm playing with destroyers again. Here's something different. I was stalking radar contacts in fog, driving rain, 10 m/sec wind, overcast and daytime. Visibility is about 450 yards, sometimes less. I'm shooting torpedoes on sonar only and just sank 2 freighters that way, six torpedoes, 5 hits, thank you WernerSobe!
Two more radar contacts running six knots north, freighters, right? So I set up ahead, 1000 yards off track and wait for my stern shots. Hehehehehehehehehehe! Watch the radar until they're a mile away. Submerge to periscope depth and acquire em on sonar. Wait for the bearing to be about 350 and it's time to start pinging. Ping. Ping. Target speeding up. Approaching fast!
Hmmmmmmm..... That's not very freighter-like conduct... Oh, @#$@#$%@!!! crash dive. At 110 ft or so hit full right rudder pull back to ahead 1/3 at 180 or so and straighen out the rudder. Ahhhhh a nice thermal layer, rig for silent running, hit the RPM at exactly 1000 RPM, the quietest (that isn't exactly 1/3 throttle, by the way Ducimus) and just wait to slink away.
Three minutes later here's that high speed freight train overhead and he's dropping ashcans right on top of me. Good thing I'm at 260 and have some time. Full left, ahead emergency for a couple seconds and back to 1000 RPM. The event camera came on so he must have been pretty close. He didn't ping once.
Lets go down to 300, change course 90º, lalalalalalalalalalalala. Freight train again. Here comes the depth charges. Right on top of me and I slink out again because depth is my buddy.
This has happened four times now in a 45 minute period. From the beginning mr destroyer has not pinged once. Unless he has Superman up there using his x-ray vision, this is totally impossible. I'm in lousy sonar conditions with a great thermal layer above me, silent running trying both 1000 RPM and your ahead 1/3. He follows me around like a good puppy dog.
Sorry Ducimus, that's way out of the line of possibility. Methinks the AI needs some tweaking. Even in GWX they have to ping you to find you running silent at 1 kt (although these depth charges don't seem as deadly as GWX).
Other than this event, I really have enjoyed TM. Coming from RFB I didn't really expect to, but it seems to me reality is well served here if you ignore Superman up there. Have any kryptonite?:huh:
Ducimus
07-29-07, 02:49 AM
Unfortunatly the RPM gauge in this game is way off. Its sloppy, kind of the the speedometer in a buick or oldsmobile. As far as the AI goes, ive already explained the situation, and what to do about it. (see the "NOTICE" section in the original post in this thread, about 1/4 the way down)
Anyway, for many reasons, i think the next version of this mod, will be the last one i will publish. Modding is taking too much of my time, i want to play at some point, getting burned out, and i'm having a hard time dealing with the demands of it all.
So heres the changelog for 1.5 as so far :
// added map labels mod by jace11
// changed name on some us aircraft
// added smaller rocks and plant mods by captain cox.
// raised max elevation on AI active sonar a couple more degrees.
- Type93_1A -> Max elevation from 108 to 106
- Type93_3A -> Max Elevation from 112 to 109
- Type93_5A -> Max Elevation from 120 to 112
//sim.cfg ->sonar->EnemySurfaceFactor from 150 back to 200
// increased hps on Fubuki destroyer from 200 to 400.
// increased hps on Shiratsuyu destroyer from 120 to 400
(all jap tin cans now have 400 hps)
//increased hps on the following subs from 320 to 420
(porpoise, salmon, sargo, tambor)
// increased rudder hitpoints on player sub from 150 to 200
// Tambor, and gar now come with forward mounted deck gun by default.
//removed 50 cal machine gun. Novelty item, no real use, was causing confusion to some.
But im not done just yet. Im very happy to announce that the framework for some pretty nifty floatilla changes are in place, all i have to do now is script out the missions.
Heres how the career start menu will work in Tmaru 1.5, (tenative, i just realized i could add dutch harbor to a few more dates)
8 Dec 41
---->Pearl Harbor
---->Manila
Beginning of 1942 (Jan 42)
---->Pearl Harbor
---->Fremantle
Early 1942(feb 42)
---->Aleutians (ive enabled the dutch harbor flotilla,)
---->Construction ( Your career stats at mare island california (ok, treasure island :roll:) where you'll undergo sea trials in your newly constructed Gato, and then transfer to Pearl harbor in 5/42)
Middle of 1942 (june 42)
---->Pearl Harbor
---->Fremantle
---->Brisbane
Beginning of 1943 (jan 43)
---->Pearl Harbor
---->Fremantle
---->Brisbane
Early 1943 (15 Jan 43)
---->Construction ( Your career stats at mare island california (ok, treasure island :roll:) where you'll undergo sea trials in your newly constructed Balao, and then transfer to Pearl Harbor in 5/43)
Middle of 1943 (june 43)
---->Pearl Harbor
---->Fremantle
---->Brisbane
Beginning of 1944 (jan 44)
---->Pearl Harbor
---->Fremantle
---->Brisbane
Middle of 1944 (june 44)
---->Pearl Harbor
---->Fremantle
---->Brisbane
Beginning of 1945 (jan 45
---->Pearl Harbor
---->Fremantle
After that, ill include the latest living ocean settings from Leovampire if available, and the latest campaign mod from Tater, and maybe a few more minor tweaks of the AI so its challenging but not overly difficult to the average player, and maybe with a few minor graphic and sound changes. After that, im calling it quits, good enough, the majority thats left is just campaign work, and im getting a little jaded soooo .... yeah.. time to give it a rest soon.
Seeadler
07-29-07, 05:09 AM
With TM installed, some single missions (e.g. Against all Odds) crashes to desktop during the load process.
Rockin Robbins
07-29-07, 07:33 AM
All too true, Ducimus, if all you've been able to do is testing sessions, you have GOT to play this game. When you're not stalking a couple of innocent destroyers, thinking they're freighters (oops), it's great fun. I still can't believe I must have ignored my crew saying "contact...warship.....bearing 170....closing." They must have said that several times after I submerged and I had tunnel vision concentrating on all the steps to targeting by sonar. What a shock when I commenced the WernerSobe pinging and from 400 yards he charged me at 30 knots! That's an experience not to be missed. Too bad with Superpoop up there I might not survive to tell the tale. :o Does ANYBODY have any kryptonite? :rotfl:
But you really should get some playing time in with patch 1.3 and the latest TM. First of all you're entitled to have fun with the game you've given so much to. And second, who knows what you'll come up with after living with the game in actual gameplayer conditions for awhile. Don't take my post as complaining about your mod. Ultimate realism isn't your aim, ultimate gameplay is. Fear is pretty well modeled here.:D
I have a startling prediction. Beery just uploaded the new RFB. Looking at the specs for both mods I predict that TM is several steps ahead in terms of immersion. I give 3-1 odds that TM is a better experience right now, and after you're finished with your short list before you start playing, it will be even more awesome. It is so fine seeing Silent Hunter 4 live up to its potential. All the modders are a huge part of making that happen. Thanks for all you do.
Now make your changes and get to enjoying the best submarine simulation in the known universe!:up:
Palidian
07-29-07, 08:11 AM
I have to agree, the AI is rather powerful in detection, unhistorical so. Some game designers make it easer to do some things to compensate for poor AI tactics. The fact of the mater is that Japanese ASW was to the point of incompetence, before 1943. A poster a while back said he seemed to be invisible at 250 feet. This is not uncommon, the Japanese did not believe US subs could be below 200 feet.
Historically evading Japanese DDs would be a lot easer then evading US/UK DD.
Sure you can make it a more "challenging game" if you have the DDs spot you once you leave Pearl Harbor, Is it historical? If you want to make it challenging just give the DDs an ability to use there tractor beam to bring the sub to the surface then phaser the sub.
OK, I'm playing with destroyers again. Here's something different. I was stalking radar contacts in fog, driving rain, 10 m/sec wind, overcast and daytime. Visibility is about 450 yards, sometimes less. I'm shooting torpedoes on sonar only and just sank 2 freighters that way, six torpedoes, 5 hits, thank you WernerSobe!
Two more radar contacts running six knots north, freighters, right? So I set up ahead, 1000 yards off track and wait for my stern shots. Hehehehehehehehehehe! Watch the radar until they're a mile away. Submerge to periscope depth and acquire em on sonar. Wait for the bearing to be about 350 and it's time to start pinging. Ping. Ping. Target speeding up. Approaching fast!
Hmmmmmmm..... That's not very freighter-like conduct... Oh, @#$@#$%@!!! crash dive. At 110 ft or so hit full right rudder pull back to ahead 1/3 at 180 or so and straighen out the rudder. Ahhhhh a nice thermal layer, rig for silent running, hit the RPM at exactly 1000 RPM, the quietest (that isn't exactly 1/3 throttle, by the way Ducimus) and just wait to slink away.
Three minutes later here's that high speed freight train overhead and he's dropping ashcans right on top of me. Good thing I'm at 260 and have some time. Full left, ahead emergency for a couple seconds and back to 1000 RPM. The event camera came on so he must have been pretty close. He didn't ping once.
Lets go down to 300, change course 90º, lalalalalalalalalalalala. Freight train again. Here comes the depth charges. Right on top of me and I slink out again because depth is my buddy.
This has happened four times now in a 45 minute period. From the beginning mr destroyer has not pinged once. Unless he has Superman up there using his x-ray vision, this is totally impossible. I'm in lousy sonar conditions with a great thermal layer above me, silent running trying both 1000 RPM and your ahead 1/3. He follows me around like a good puppy dog.
Sorry Ducimus, that's way out of the line of possibility. Methinks the AI needs some tweaking. Even in GWX they have to ping you to find you running silent at 1 kt (although these depth charges don't seem as deadly as GWX).
Other than this event, I really have enjoyed TM. Coming from RFB I didn't really expect to, but it seems to me reality is well served here if you ignore Superman up there. Have any kryptonite?:huh:
Torpex752
07-29-07, 08:30 AM
Ducimus,
I was wondering, is there a way to lower the tonnage amount sunk required to complete the campaign objectives? I'm not complaining at all, TM is absolutely AWESOME you've done a fantastic job. It seems to me that in order to help realism a tad, reducing this amount to say the tonnage of the smallest ship would enable players to keep the "Hunt for mass tonnage" to a minimum. Just a request if/when you get a chance. I know you are busy as heck and need to play SH4! LOL
Frank "Torpex" Kulick
Subsim Staff :cool:
Ducimus
07-29-07, 11:39 AM
With TM installed, some single missions (e.g. Against all Odds) crashes to desktop during the load process.
Confrimed. SM07 and SM08 both CTD. The reason i beleive is that some of the units are changed in type in Tater's campaign mod. So the singlemission itself, is in effect, calling on unit types that no longer exist, so it decides to quit once it can't find them. For example the subchaser is changed from a patrol craft to a frigate. The map expects a patrol craft, and its not finding it. I just tried changing the unit type and no joy, i suspect theres more going on in those missions, and the subchaser is only half the problem.
Ducimus,
I was wondering, is there a way to lower the tonnage amount sunk required to complete the campaign objectives? I'm not complaining at all, TM is absolutely AWESOME you've done a fantastic job. It seems to me that in order to help realism a tad, reducing this amount to say the tonnage of the smallest ship would enable players to keep the "Hunt for mass tonnage" to a minimum. Just a request if/when you get a chance. I know you are busy as heck and need to play SH4! LOL
Frank "Torpex" Kulick
Subsim Staff :cool:
Good call. The tonnage on this sink missions is 10,000 tons! I didnt realize that until i looked at it a few mins ago. Yeah, i think i might drop that to say.... i dunno 1500 to 2000 tons. Im thinking 2000.
edit:
As an aside, after sleeping on it, ive decided that other then the MINOR elevation adjustments ive made in 1.5, im returning the sim.cfg in hydrohpones and sonar back to stock settings. From what ive read, too many people have issues with just the stock AI (of which i'm entirely unimpressed with, so i just don't understand that at all), so im just giving up it. Too touchy an issue, and since 1.5 is going to be my final push, the AI may as well be what it may.
Rockin Robbins
07-29-07, 12:17 PM
Arrrrrrrrrrr! Gave em the slip. :arrgh!:Hey, next time a Zero crashes in your neighborhood, can you get me one of those Mitsubishi tachs? Oh yeah, I couldn't use it anyway because I left my metric screwdriver in Pearl. Guess I'm stuck with these Oldsmobile tachometers. I couldn't read metric RPM or whatever they use anyway. I was onboard one of those Limey subs and their tachs said "REVS." Keep me away from those things too.
OK, I'm up here on the surface taking a shower again. Radar says Superpoop is a mile away and not moving. It's mighty tempting to go see what I can do with him but I have a shade over 15,000 tons and 8 stern torps left, one in tube 1 up front. I have half a tank of diesel. "Mass tonnage" will never come up when talking about this cruise. Seems to me the uber-AI results in much more realistic tonnage per patrol. Of course you could cheat and return to Midway for refits to extend it. In R/L Admiral Lockwood would have something to say about that.
No sign of any tractor beams or phazers. The destroyers can be dealt with and survival is not that difficult for me. Of course I'm trained on GWX where there are no thermal layers and the U-Boats are slower running silent at 1 kt instead of the American Gato's 2 kt at quietest speed. I'm not going to change a thing because I'm just having too much fun. I'd say if you're getting killed too much you ought to work on your tactics.
Remember, when the destroyer is pinging, he's not listening. Pinging is your signal to hit the throttle and maneuver yourself quickly to a new hidey spot at a different depth and get back to silent running. Pinging does not mean he necessarily knows where you are, either. Inaction is fatal here. Keep twisting. Vary depths with the realization that deeper is better most of the time.
When the charges hit the water, remember his stern is now facing you. Do a radical turn and hit the throttle because you're in the clear for a bit. If he's on top of you dropping ashcans and you sit there, your patrol is over. He can't hear you, he can't ping you right now. Hit the jets and get out of there. After a short spurt, go back to silent running again.
If there are two or more destroyers you can be sure that at least one is always backed away listening. That means much shorter bursts of power reluctantly used only when survival is in the balance. Stay deep, quiet and zigzag like the drunken sailor you are in Pearl. Your goal is to put both destroyers back of bearings 135/225 and the angles progressing toward 180, showing you are leaving them safely astern.
Remember you are moving. When the bearing to the destroyer stays the same, that means you would be on a collision course if you were on the surface. In this case it means that he is either moving straight away from you or is going to pass right overhead. There's a freight train a'comin'. Try to change course to see if his bearing then begins to change, showing he will pass ahead or astern. If the bearing does not change, he's following your turn. Then you have to time the drop and run out from under it as the ashcans fall.
Ducimus, you're the expert! Anything to add? Am I making you want to get out here?:up: I can tell you one thing. RFB is gonna have to wait. This is too much fun.
FooFighters
07-29-07, 12:45 PM
Hi Ducimus,
Sorry if this question has been ask before..
You lowered tonnage in 1.4. I think that is a really good call :up:
My problem is, to complete a mission you need to sink 10.000k.
Which is pretty much compared to the new tonnage.
Also traffic has been reduced.. Finding aprox 6 ships in 48 hours is hard !
Do you know were I can change the tonnage to complete a mission ?
Thanks,
Foo
edit : oops, I was just reading the posts in this topic and you are already trying to fix it.
switch.dota
07-29-07, 01:56 PM
As an aside, after sleeping on it, ive decided that other then the MINOR elevation adjustments ive made in 1.5, im returning the sim.cfg in hydrohpones and sonar back to stock settings. From what ive read, too many people have issues with just the stock AI (of which i'm entirely unimpressed with, so i just don't understand that at all), so im just giving up it. Too touchy an issue, and since 1.5 is going to be my final push, the AI may as well be what it may.
Please add your modded file as an optional mod. Some of us don';t find TM 1.4 AI impossible. Just difficult, not unbeatable.
The 2 single missions are indeed the subchaser and minesweeper set wrong. I wonder if the other problme might be the fact that one has agano set to a 1938 configuration, but she doesn't exist until 1942?
I will pay attention to what you are doing campaign wise. If you add any... novelties... make them as separate missions, and let me know about them. As I update my campaign, I can always make a TM version that doesn't screw with the stuff you have modded, and I can make a copy of my campaign.cfg and make sure any additional missions are in it (I've doen this with BP already for my current internal build).
That way if you stop after 1.5, I can still fix my campaign, its really a WIP, not where I want it to ultimately be.
tater
Rockin Robbins
07-29-07, 03:20 PM
Please add your modded file as an optional mod. Some of us don';t find TM 1.4 AI impossible. Just difficult, not unbeatable.
I second that request.:rock:
Torpex752
07-29-07, 03:26 PM
Please add your modded file as an optional mod. Some of us don';t find TM 1.4 AI impossible. Just difficult, not unbeatable.
I concur....although its tough, it makes up for other areas the game is lacking.
Frank "Torpex" Kulick
Subsim Staff
Ducimus
07-29-07, 03:37 PM
RE: ahead 1/3rd,
You know you can manually set your speed to 1 kt, or even 0 kts and still have a rotation on your screws to keep forward momentum. I get the impression not everyone realizes this.
RE: for those who want the harder AI.
You want current settings or just a *tad* toned down? If i town them down, all i'll be doing is changing the max elevation on the sonar to a shallower elevation.
RE: sink missions,
yes i know, ill be changing those to 2,000 tons instead of the default 10,000.
Ducimus
07-29-07, 03:51 PM
Everyone should read this post by rockin robbins:
http://www.subsim.com/radioroom/showpost.php?p=607440&postcount=235
This is how to handle the AI in this mod, its how i always intended it. If you think you can just go below a layer, hit silent running and be safe in a psudo klingon cloaking, you got another thing coming. Skipper the boat, its not a pleasure cruise where you stand idley by playing shuffleboard waiting for the DC's to stop.
Fearless
07-29-07, 08:14 PM
Everyone should read this post by rockin robbins:
http://www.subsim.com/radioroom/showpost.php?p=607440&postcount=235
This is how to handle the AI in this mod, its how i always intended it. If you think you can just go below a layer, hit silent running and be safe in a psudo klingon cloaking, you got another thing coming. Skipper the boat, its not a pleasure cruise where you stand idley by playing shuffleboard waiting for the DC's to stop.
Spot on Ducimus :up:
theluckyone17
07-29-07, 08:15 PM
ARGH!!!
As much as I hate the excessively good AI in TM, I can't go back to RFB. RFB may be more historically correct, AI wise, but I'd feel like a wimp bailing out on TM.
It's not like TM didn't have stupid escorts, too... I managed to sneak in front of a task force and sink a Kongo then escape without breaking a sweat, on two different occasions. That's twice. Not just once, but twice. Count 'em. Two -> :rock:.
I totally vented in another post... I've got a sneaking suspicion that I gave up too early (since I was using just about same tactics as Rockin Robbins was, excepting the short burst of flank speed due to the presence of the second hostile). I also have a feeling the two hostiles were of good or better quality... hence the length of time required to get away from 'em. That. and the perfect water conditions (dead calm), providing great sonar results.
Don't get me wrong, I really wouldn't mind having the elevation shaved a bit, but don't touch anything else. I like this challenge.
On the other hand, I wonder if we couldn't make this a bit more "historical" simply by dumbing down most (not all, just most) of the Jap warships prior to '43 (or whatever date the real Jap's started getting a clue to what ASW is all about), then kick 'em up a bit.
Or simply tweaking the amount of escorts back to historical levels...
I want to keep myself guessing, on my toes... I don't want it to be a cake walk, but I don't want to be able to walk in, fish flying, and expect to just walk out again without fear of reprisal. I want to know that I can probably get out alright, but not so sure of myself that I'm going to place myself into dangerous situations. If that makes any sense.
Either way, I'm gonna stick with TM. *helpless shrug, mutter about masochistic depraved tendencies, hope the wife doesn't find out...*
Ducimus
07-29-07, 10:01 PM
How smart the AI is with its sensors depends on crew rating. Crew ratings range from 0 to 4. Zero being dumb as rocks, and four being bungo pete's evil twin brother.
For what its worth, i removed ALL crew rating 4's from the campaign files. Hmm.. all except one that is. I'll give ya three guesses who's the only Elite in Trigger maru and the first two guesses don't count ;)
OK, running TM 1.4 and some of Foo's high res skins, last night placed the mod 1.5x stronger torps into the game thru JSGME to make damage decals show, then today every torp and deck gun round passes straight thru the Maru's!!?! I even tried to ram one (just to see) and guess what, the sub went straight thru the dang ship like it was not even there!!!! So, of course I uninstalled torp mod 1.5x stronger using disable function in JSGME, restarted the game and.... wait for it, torps and deck gun shells go straight thru the model...... :damn: The free camera also goes straight thru the ship models instead of being 'pushed' out of the way as usual..... I also disabled TM1.4 and its associated graphics pack and then reinstalled them, but, no luck...
Any suggestions beside the obvious? :stare:
Fearless
07-29-07, 11:44 PM
How smart the AI is with its sensors depends on crew rating. Crew ratings range from 0 to 4. Zero being dumb as rocks, and four being bungo pete's evil twin brother.
For what its worth, i removed ALL crew rating 4's from the campaign files. Hmm.. all except one that is. I'll give ya three guesses who's the only Elite in Trigger maru and the first two guesses don't count ;)
Ok my third guess is.............:arrgh!:
Ducimus
07-30-07, 12:59 AM
:roll:
All i have to say is, holy **** i got a lot of scripting to do.
http://www.ducimus.net/sh4/new_con.jpg
The japanese didn't suddenly "get better" at ASW. They finally decided to assign 2 officers to coordinate ASW for merchant shipping in 1943.
2 officers---in addition to their other duties.
The capability of individual platforms was the same, they just started playing with tiny convoys.
In 1944, they established convoys on a more serious basis, but again, it's not like there was a massive training program.
Basically, in terms of merchant shipping ASW improved due to:
1. radar on some escorts. increasing as the war progresses
2. actually having convoys with escorts (any escort is better than NO escort (except that the escorts tended to ping all the time...)
3. MORE ESCORTS
4. bigger DCs set deeper.
5. better sonar/hydrophone gear
So the idea that the ASW skill should get markedly better is wrong, IMO. They had good crews from the start. The tech stuff increases over time and helps. Throwing more escorts at each merchant gouping helps---though these escorts would be ships other than fleet DDs fopr the most part. Matsu DEs, Kaiboukan, subchasers, etc.
In my campaign, I have a mix of escort skills. I have a lot of elites if you count the number of "4"s you see in the file, but the elites are rare in my campaign because they have a low% chance of being picked.
So you might have a 80% chance for 2 random corvettes (SC/MS) set to Competant, a 20% chance of a Minekaze set to skill 3, and a 5% chance of one set to 4. Deleteing all the 4s means no chance instead of a small chance.
The TFs have higher chances for 4s, but it's not like stock where you'd have a TF where every ship was a 3, then a different TF where each was a 4, etc.
I did this to promote variability. Sometimes you get a "regular" DD (or subchaser, etc) on escort duty, sometimes a really good one has to take his turn---or perhaps the cargo in those 2 ships he's escorting is really important...
tater
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